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(2 edits) (+2)

(Final Thoughts on the game! Mostly spoiler-free!)

Phew...! I'm surprised I played this game blind the whole way through! I have 100% achievements now, so I'll go ahead and say my thoughts on the game! Note that I haven't played Runes of Pandemonium or whatnot before this, I only found out about this game because someone posted about it on FA and, well, being very much for TF-ey things myself...

Gameplay Thoughts:

-Overall I had a pretty good time gameplay-wise, though some things feel just a little basic at times. Pre-emptive strikes are pretty simple enough to understand and quite helpful, even later in the game, for taking out enemies pretty quickly. Character movesets are quickly understandable so I had no trouble figuring out what everyone's best at doing! I think HP not being the be-all-end-all stat for whether you're still kicking or not (usually) is pretty cool as well.

-I think my big complaint gameplay-wise is sometimes I wasn't sure if I have a new feature I had unlocked. I got past the third major boss before I figured out how to, like, get some extra protection against being TF'd. Part of me didn't think to check back near the shore at the start of the game, whoops! Maybe I forgot a bit of dialogue telling me to go back there earlier in the game. Also, I wasn't sure when I had actually picked up the particular items needed to get new crafting stuff. A bit of dialogue or other signposting to note that "Hey, this thing looks real important!" might've helped here.

-I'm disappointed that none of the TFs actually confer you like, different abilities or effects from what I saw (besides one specific one). At least, to what I understood, I don't think the characters' elemental affinities (offensive or defensive) changed with what form they had for example. Or maybe you could have a new move based on what TF you currently had (i.e. a move that monster type uses). That'd be neat!

-Balance-wise, Psyche-Up is a little TOO good. By mid/late-game, I was spamming that a lot in tandem with elementally-advantaged AoE moves to sweep most enemies. I found it better to use it for offense most of the time than to use elemental attacks, using the Snowstorm ring for when I need Arcane/Ice damage. Stacking Psyche-Up is probably intentional, though, that's fun to do! But I would've liked if I had more incentive to use it as a self-buff too, that way I'd use the attacking spells more.

-Speaking of skills, I would've liked to have more skills to learn by the end of the game. I learned them all shortly after the third boss and by then I realized I wasn't going to get any new tools to play around with from then on. This or the TF-gives-you-ability idea would've been nice to help keep evolving the gameplay loop further!


Story/Presentation Thoughts:

-I'm kinda amazed that every single TF actually has a few facial expressions to go with each of them...but more importantly some of the TF designs look pretty nice. From an art perspective, pretty neat. I was especially surprised by a couple ideas starting from the chapel onwards. I'd list my favorite TFs but that might be a minor spoiler and I don't think I can spoiler tag in itch.io comments!

-Some of the endings are pretty fun ideas and were worth searching out for one reason or another. I can say I laughed at or was surprised by a few of the ideas, for sure. Again, I'd list my favorites, but I'm keeping it spoiler-free.

-The character cast was pretty fleshed-out and enjoyable, so from a VN-writing standpoint, I'd say it was pretty successful. I'm not sure how to word all my thoughts on the characters, as sometimes I read things a little bit fast, but I feel like there's a pretty good amount of depth to the characters and I didn't notice any plotholes or contradictions. I'd say it's worth reading the game at least, for sure! That's probably what kept me going all the way to the end to 100% the game, even.


I'm not sure how long I played the game, but for the amount of time I put into the game, I'd say the $15 was pretty worth it, so I'm glad I tried it out in the end. It's an okay game with pretty good characters and writing moments that flesh it out enough to make it worth the trip.

Now that I've finished writing all that, it's royalty-free undead boogie time.

Glad you liked it! Yes, new abilities from attuning charms is on the planned list. It's going to be introduced alongside Hard Mode, wherein you will then NEED the new abilities to survive. Normal difficulty will still have them so you'll have lots to unlock.

I also added some "reminders" in 1.04 about talking to Tiro to get advice. Hopefully that makes the game better going forward. Thanks for the review!

(2 edits) (+1)

Just wanted to leave a few thoughts as a sorta take from a recent player:

Firstly, I’ve been following your team’s works for a long time now and have 100% RoP, ST, and now this game. I have truly enjoyed each and every one of them, especially late game content in RoP (the paragons are hella fun). With that in mind however, I hate to be the one guy outta an entire crowd to be a cynic so instead I’ll be real.


Gameplay: I agree with Panazel, there needs to be more content past the halfway mark in the game (ideally in the form of new abilities). The loop for the game is quite fun and some enemies are fairly difficult however there are a couple of things that feel either abandoned or unfinished. For example, the job board was put in to introduce quests however it is only used once throughout the game in which it provides you with a passive ability for Caelyn. On top of that, where are the passive abilities? This one is more of a personal opinion but there are a total of 2 passives in the entire game and they’re both for Caelyn (show the other characters some love). Arrangements of enemies also feel extremely weak when you coordinate specific setups (I.E the whole Psyche Up thing). Lastly, gems are a final tidbit. Near the endgame, if you have been cutting gems you will have an absolute massive amount of space for them and yet no gems to slot. I know this could by counterbalanced by going out of your way to buy more however considering the sheer cost in adamantite to fully upgrade a gem, it makes it very unappealing to work with.  (All in all, praying for that Hard mode and I’m looking forward to the challenge)


Story: Honest thoughts? I loved it! I really enjoyed how both RoP and IZH can really toy with making a game go from silly to serious in different ways. In IZH’s case, I won’t spoil it, but the massive reveal that was being created near the end of the fight with Verand was great and it reminds me a great deal of RoP’s deep lore drops (especially awesome that both are seemingly in the same universe [don’t quote me on that]). In addition to that, I have always enjoyed  the very small bits of eldritch [I wanna say horror here but it feels like much more than just horror in terms of being eldritch] that each of the games had and I’m glad that IZH follows in their example.


Bugs: I’m happy to say that IZH had practically NO BUGS throughout my time playing. However, I did experience a crash here and there (more likely due to steam than anything else). 

Final Thoughts: I highly recommend the game to people who haven’t played any of Bottled Starlight’s games before. The concepts of death not being the end and fighting your very teammates as they turn on you is quite different from your regular RPG experience.

HOWEVER, this game feels as though it is a mere DLC in terms of Runes of Pandemonium. Yes, the corruption mechanics are unique however; the gems, combat style and even upgrade system are all that of just chapter 2 in RoP. An interesting game nonetheless and I know the devs toiled a great deal to make it so I won’t give them too much of a hassle. 

8.6/10 (GIMME MOAR CONTENT PLSSS)