Airoheart
Airoheart

Airoheart

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Launch Trailer
Airoheart
Airoheart
Airoheart
Airoheart
Airoheart
Airoheart
Airoheart
Airoheart
Airoheart
Airoheart
Airoheart
Airoheart is a top-down action-adventure RPG inspired by the classics. Embark on an epic journey to save the world from evil and test the strength of your heart in this emotional tale of betrayal, tragedy and redemption. 
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Kaze and the Wild Masks
Available in:
• 1 bundle (Fanatical)
Kaze and the Wild Masks
From 2,24€ and in a Fanatical bundle
Monster Crown
Has been in:
• 1 subscription (Humble Choice)
Monster Crown
From 2,24€
Perennial Order
Available in:
• 1 bundle (Fanatical)
Perennial Order
From 9,99€ and in a Fanatical bundle
Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
55%
29 reviews
16
13
4.1 hours played
Written 2 years ago

I've played this game up to the 4th dungeon. It mimics a lot of what the classic Legend of Zelda games do, but it does not mimic them well. Overall, it is not fun or well executed. It has been 30 years since Link to the Past came out, and this is just a collection of the worst parts of it, implemented incorrectly. The story is not compelling. It explains about ongoing hostilities between two opposing groups. You are a member of one who lives in the town of the other. Long ago there was a powerful wizard who got Diablo Soulstoned. The point of the game is to collect the parts of that soulstone. Oh, and that powerful wizard talks to you, tempting you with power. It's... not well written. There are a lot of little quests in the game you can do for the townsfolk or creatures you meet. Again, this is not well written, so these quests are not compelling or rewarding. At best they might give you some currency, which is used for upgrades... but only if you have the materials you need as well, so, it's just an extra currency lock on progress locked items. The physics are not good. It has ledges like in Zelda, and you can't drop down them. You can't drop down ledges, which look exactly like the ledges from Zelda from 1991. This game was released in 2022. The combat is not good. The facing is clumsy, the shield strafing doesn't work consistently, and the sword area doesn't seem to hit what it visually does. There are almost no iframes, so you can get pinballed and killed quite easily. The game is very dark. On purpose, it seems. You can barely tell where you're going in dungeons. It's unpleasant to slog through the dimly lighted sections. There is no lamp you can carry, only stationary lamps you can light. There are no maps in the dungeons. Not a memory of where you've been, or an item that tells you where you could go. You either memorize the layout or get lost. The music is Not Good. It does not fit the game. It does not loop. It does not continue playing between overworld screens with the same music track, it restarts. There's a magic system. There are 8 different runes, of which I've found 3. You don't get much ammo. They don't do a lot of healing or damage. The bosses are not fun. You can run out of ammo easily. You can't pick up and throw your bombs, only place them, and only up to 5. Arrows cap at 20. There are minor healing potions you can find under pots, because the game knows it isn't well balanced. There are major glitches in the 6th and 9th dungeons apparently. You can fall down a pit and get respawned over the same pit. $30 is a fair price for a videogame. It is not a fair price for THIS videogame, which you should not buy At All. Do not buy this game. Do not play this game.
15.7 hours played
Written 2 years ago

in its current state the game is a 3 or 4 / 10 at best It is CHOCK full of bugs. Several game breaking ones. Dungeons that can become softlocked into impossible to progress, enemy spawn locations that prevent you from entering rooms, obtaining things and then having other stuff tell you that you need the thing you just got. Sound - bump, ba bump, BANG BUMP... the same reused pickup animation over and over and over and over even on minimum volume settings and speakers down to 30% this game is LOUD The assets are ripped from zelda SNES type which is fine but he didn't bring over the level of gameplay, control, quality checks, and even QoL features like maps. Hitboxes are questionable, shielding will only sometimes maybe sometimes protect you from something, next time sure exact same layout its covering you... next time... who knows The game suffers largely from a lack of polish. Items are often locked behind talking to the same NPC 10x+ times then they go here you are. The backtracking is find object at A, go to B, find object at B, return to A, unlock patch to C, return to B, find object at B opened by unlocking patch at C now return to C, unlock rest of path at C, return to A, its just go to the further point unlocked, backtrack to find one new thing, go back to the further point away repeat. Items are extremely limited in use... think early runs of resident evil 2, except you never will get a plentiful amount... Bombs? Good luck finding those outside of a dungeon. Arrows... ha don't make me laugh, dungeon drops only. Money? Yeah you can use money to buy things... but money almost never drops. Oh look enemies on the overworld they must drop something on death right... no... no they do not. Spells are added but quite minimal in function. Almost an afterthought. Traps, they would be fine if the hitboxes were good, but the hitboxes are terrible so traps are nasty. (how do you get bad hitboxes in a sprite based game? I don't know, they found a way). All in all, the game isn't a $30 on sale game. The game is something that for 4-5 I'd still be going woah dude I can't recommend this. ----------------------------------------- I'm going to revise this slightly from 3-4 out of 10 to a solid 2 out of ten. The core gameplay features of the game are sorely lacking, end game in the dark platform elements with terrible hitboxes is a terrible idea, platform elements with subpar control is a terrible idea. You need to have fantastic controls to attempt to have this many platform elements. Also the list of bugs and soft locks has grown even larger... Honestly if this was EARLY ACCESS I'd be more forgiving, but for a 'FuLly fLesHeD oUt" game it doesn't get that kind of leeway
23.4 hours played
Written 2 years ago

Look. I finished the game after a lot of frustrations, but I can definitely see the good thoughts that went into this this. Even though I played for all those hours, I felt obliged to finish it to get to something else, as I knew I could get through the end of the game. However, I would not recommend the game, as I consider myself to be a veteran of these kind of games (I played all the zeldas from this generation). The game feels clumsy and the design of the 6th and 9th dungeon are just awfuil. Some others said you can get softlock in some of these dungeons, and they are right, as the fastest way to just reset or get back to the entrance is to intentionnally die. It's af it they didn't thought all the possibilities that a player could face getting through these dungeons... This is actually my first review out of multiple hundreds of hours of gameplay on steam. but I needed to say that you shouldn't buy this game for 1. The high price for the quality of the game 2. Story isn't really memorable 3. A lot of QAL elements are missing from zelda-like games (even though it is a copy from the genre) Finally, it is sad to see that with all the work the devs did to produce this game, this is the result we get for a pricey game, a game which isn't that hard itself, but key elements missing making it hard where it shouldn't be.
0.7 hours played
Written 2 years ago

I'm getting out from under this before I'm in too deep and dedicated. The other negative reviews of this game are spot on. This is a nice try to be an homage to a golden age of video gaming, but it just continually falls short.
26.9 hours played
Written 2 years ago

For $30 this should have been way more polished. The game is only okay. Gameplay is rough. Movement controls aren't optimized. If you use the analog stick your character will not respond correctly. Many times i would either not turn or get stuck in a strafe. There are NO DUNGEON MAPS. This is unacceptable. Every Zelda game has dungeon maps, especially the one this very much borrows from. The liighting is awful to the point of some areas being almost unplayable. There is no option to adjust brightness and there are many areas that are nearly unplayable because of how dark it is. Expect to die because you can't see enemies or traps as a result. I understand the design aesthetic, especailly given certain events toward the end, but at least add a gamma option or some kind of lantern item There are places in dungeons that you can get soft-locked. It is annoying and shouldn't even be the case, especially the 8th dungeon "Labyrynithian." That dungoen is dark, unnecessarily brutal, and I've been soft locked twice and had to restart. Dont't even get me started on the final dungeon. It is awful. I love the Zelda games that this wants to pay homage to, but the problems and lack of polish fail to do that. This game has promise, but is only okay in its current state and definitely not worth the $30. I f you're interested in this, wait until it's on sale, hopefully by then there will be QoL patches.
2.2 hours played
Written 2 years ago

I should've waited for reviews. The combat (which some other negative reviews are complaining about) is fine; it forces you to be more deliberate (I got away with a LOT by spamming my sword in A Link to the Past). And so is the music, honestly not too different from Zelda games. My problems are: 1: The control scheme. Basic attack in a non-twin stick game should always be on a face button, and dash in any game on a shoulder button, and select/back should always go directly to the map. 2: An apparent invisible stamina meter. I can roll four times, then I apparently can't for a couple seconds. This makes the race an exercise in frustration (unless you're supposed to come back with more upgrades, which the game doesn't communicate at all). 3: When leaving several indoor areas in the open overworld, you may get jumped by an enemy right as you leave and die at early-game levels of health before you break free. 4: Health drops are on the high end of plentiful enough in the dungeons, but far too scarce in the overworld. 5: There's barely anything to buy early in the game, even though more than enough cash to get good upgrades drops by then. So it may be just as well that this game isn't getting much traction due to the high price and bad tagging.
21.5 hours played
Written 2 years ago

The child in me enjoys Airoheart but the veteran adult player I am finds too many flaws in it to leave a positive review right now. Yes, it is a lot like Zelda A Link To The Past and yes, it will trigger some nostalgic feelings if you played those kind of games as a kid. Exploration is rewarding with a few side quests. The music is really annoying and repetitive. The combat system with a sword could be better, the hitbox is very frustrating. Why is there no map in the dungeons ??? That’s a 2022 game… Zelda did it better more than 20 years ago. You can also get soft lock in dungeons where your only way out is to die. How could this not be seen and tested before the release ? I am very disappointed because this the kind of game I love. Also I don't mind supporting indie games but considering how high the price is I expected better.
57.0 hours played
Written 8 months ago

I LOVE this game! The visuals are a feast for the eyes and the music is fun- I immediately remembered how I felt playing Legend of Zelda a Link to the Past as a kid. Being able to have that feeling again as an adult was wonderful- hats off to all the developers who made this happen. Thank you thank you thank you!!!!
16.9 hours played
Written 2 years ago

I bought this game with high hopes thinking that perhaps it could take aspects of Link To The Past or other Zelda games, recapture them and perhaps even expand on them. This game sorely disappoints in creativity, design and layout. There are tons of design flaws in this game so far, badly crafted dungeons, clunky combat and magic systems and very a boring and unoriginal plot that seems to assume the player has knowledge of past character development and interactions. I will finish the game but I do not recommend buying this game for any price let alone for $30.
27.0 hours played
Written 10 months ago

This is very similar to The Legend of Zelda A Link To the Past. It is very similar but drags at the last dungeon.
11.1 hours played
Written 2 years ago

Pretty good so far. Obviously very inspired by LttP, which is one of my all time favorites. There are definitely some areas that need more polish. The asking price is a bit much. I understand the devs poured their blood, sweat, and tears into this but $30 is a bit much. Also decrease the spawn rate of those stupid flies when you destroy bushes. I swear every bush i hit, one pops out. GG
22.6 hours played
Written 1 year and 10 months ago

The Story is like this: Bad guys are bad, you good, go fight evil. Some reviews say its like Zelda A Link to the Past, but sadly no its not. How ever it can have some fun in gameplay, just get it under 10€/$ IMO and only if you really have some time to slay
23.0 hours played
Written 2 years ago

Obviously, one of the big selling points of Airoheart for senior millennial farts like me was the Zelda: ALTTP styling. It doesn’t land on many points, though. The art style is reminiscent of ALTTP, but...not as simple, and not as attractive. There are so many spots where it looks like the protagonist (the eponymous Airoheart) should be able to walk through, but the collision boxes on trees and fenceposts, for instance, are not very tight. This makes an apparently large and enticing explorable space much less practical. There’s no verticality to exploration, so the overworld is labyrinthine. It's as winding and annoying to navigate as the dungeons, and the fast-travel system is not very convenient. I've gotten to the fourth dungeon. One room is so frustrating that I stopped caring. The basic level design of the dungeons is fine, but the dungeons are completely dark, and you’re not given a portable light source. The dungeons are poorly lit even by the fixed sconces and braziers, and even in dungeon 4, when you have to start lighting them yourself, the light radius is still small. The enemy and trap design doesn't jive with the light levels. For instance, there are arrow shooters in some walls that are activated by trip tiles on the floor; step on the tile, and you get shot, from SOME direction. Because of the low light, it's extremely hard to see a) the trip tile, b) where the shooter is (which wall it's on), and c) the arrow, so you still can't infer the direction it came from. If you can figure out where the arrow shooter is at a particular coordinate, you can at least hold your shield up in that direction so that, even though you don't know where the trip tile is, you still won't get hit by the arrow. But there's the danger that at a particular point there may be two shooters from different directions. Couple the arrow shooters with enemies that force you into unfavourable movements, and the danger is multiplied unnecessarily. And the combat is really terrible. Sword aim and range is poor, and as Airoheart swings the sword, he moves forward slightly, although enemies are not repelled, so it has the effect of pushing you into enemies, some of which take many hits to defeat. There aren't a lot of other effective ways to deal with enemies until you get the bow, and even then, you can only carry 20 arrows. I mean, you can pick up and throw bushes and pots, and those are often a more efficient way to deal with enemies, especially since there's an optional equipment that doubles thrown object damage. But that's wonky and clunky, and it's really not a compelling way to fight hordes of enemies in cramped, completely dark dungeons. Obviously darkness makes it hard to shoot them with a bow as well, or to kick bombs. Yes, KICK. Airoheart can't pick up and throw bombs, he can only kick them a short distance, which also means bombs can't clear gaps and obstacles. Why can't he pick up bombs even though he can pick up pots, even break trunks effortlessly to pick up bushes? Shrug. And the items so far have been weird even beyond bombs. The third dungeon yields the Magic Flask, a magical water source which is used in that dungeon to fill water vessels to activate a mechanism. This corresponds to a mechanism you may have seen earlier in the overworld which opens the way to the fourth dungeon. That is good design. It gives you a memorable landmark, later gives you the item to deal with it, and shows you an example in that dungeon to teach you how to use it, so you can go back to that landmark afterward with anticipation to overcome the obstacle. That is fantastically elegant. Enter fourth dungeon. In the first room are a bunch of unlit braziers and a locked door. You have not been given any apparent way of lighting braziers. I even had a rune for the magic staff to shoot flames, and inexplicably that didn't work. No rune did. What lit the braziers? The MAGIC FLASK. Why? I was just taught, and then had that lesson elegantly reinforced, that the magic flask is a source of infinite water. Now I enter this dungeon, and all of a sudden it sets braziers aflame? Why? Why would it do that, especially since I have a magical ability that is literally FIRE? It just comes off as a really hamfisted way to avoid having an overabundance of items while still having a variety of puzzle mechanisms, but what seemed like an elegant item became incredibly inelegant just like that. The story is...not really suited to the type of game this is. The story is a political intrigue about two races, the Elmer and the Breton, on the brink of war; the Breton villain of old was defeated, and his essence was sealed away in stones that were then scattered and hidden, and the Breton of today appear to be trying to find these stones to revive him. This is a classic sort of story for, say, a tactical RPG, where you assemble a party of individuals from many walks of life, sometimes from both sides where the narrative justifies it, to set the world on the path to peace. But what's the point in a Zelda-like, where there's only one hero and politics doesn't matter? Airoheart is half each race living with and aligned with the Elmer, but there's no clear intention for him to use his ability to blend into either community to do anything accordant (spying, subterfuge, whatever). His quest is simply to collect the Runestones to prevent the old sorcerer from being revived. But his brother, for some reason, is living with the Breton and is apparently the current warlord or whatever, so he's the present Breton villain. Brother vs. brother...I mean, okay, but still doesn't really explain why the hero has to be Airoheart. The voice of the sealed-away sorcerer also speaks to Airoheart to tempt him to turn to...evil, I guess, even though the framing of the story makes it simply seem like the Breton mastered the dark arts to overcome the oppression of the Elmer, which is a more nuanced story that isn't straight good vs. evil. Also, if the Breton and the Elmer hate each other so much, why are Airoheart and his brother conveniently half each? How did that happen, and does this happen often or are they conveniently a special case? And why do the Elmer trust Airoheart so easily and readily, even though they know his brother is the villain? The writing is really slack and full of holes. As context for this half-Elmer, half-Breton brother of the villain to go into these dark dungeons and get slain over and over again to find some stones that would revive the old sorcerer who tempts him but with the intention to not revive the old sorcerer...it doesn't really land. The story is kind of all over the place. I mean...honestly, is Airoheart an antihero? Is he actually a villain too? Or is he a Link-like, purehearted silent protagonist who is only wholesome and heroic? There's no clear answer, in part because he IS a silent protagonist, so he doesn't project any personality. But he's the protagonist, so...shouldn't it be clear by dungeon 4? Zelda games get criticized for having very shallow stories all the time, but they are certainly suited to contextualizing the gameplay and all the efforts that Link goes to to save the world from the evil besetting it. The writing in Airoheart was obviously attempting a more sophisticated, refined story, but without the vision to tie the game to it. It comes off as hacked together. But if the vision isn't brought by the story, nor the level design, nor the gameplay design, then what is the vision? It's sadly not clear. Airoheart, unfortunately, is a weak idea with poor execution. I would not recommend this game, especially with so many high-quality games of this genre in this price range and lower.
22.8 hours played
Written 2 years ago

Final Update: Do not bother playing this game until an internal map is added. The last dungeon's combination of convoluted layout, lack of a map, high damaging enemies, and retreading old ground makes it a pain to play through. Also updating to my stance to not recommending the game until some of the issues get resolved. Update to this review: After proceeding further in the game I have some concerns: o The shield is basically not functional. It works maybe half of the time and shouldn't be relied upon at all. This needs to be addressed and fixed. o The lack of maps in dungeons needs to be remedied. There is no reason you shouldn't have a map in the dungeon section. o In dungeons you can get stuck in areas and you actually have to die to get out. I encountered this in the 6th dungeon. This is pretty inexcusable and needs to be fixed. o I can't say I am a fan of the traps in this game. Especially in the dark dungeons where you can barely see the difference in tiles. That might just be a personal preference. But I think it should be slightly more obvious which tiles activate traps. o I do think overworld drops need to be increased. Nothing really drops from fighting enemies in the overworld. I still think the game is a lot of fun. Not sure why people would complain about the story. It is a basic adventure game and has more of a story than a lot of others do. I think the story element is fine the way it is. Also I have seen criticism about the rewards you get from NPCs. I again don't understand where this is coming from. I have all the runes at this point, all inventory upgrades, and have 4/5 beads that can be taken to shrines for improved crossbow damage. I think the rewards from side questing are worth it. Although I am not sure what the reward was supposed to be from the Simmon's sidequest. First post: Been playing this game for a couple hours and it rewards the hell out of exploration on your own. Definitely got the SNES Zelda vibe if it wasn't painfully obvious. So far really enjoying it! Definitely will scratch that adventure game itch.
15.3 hours played
Written 2 years ago

Unfortunately, I bring mostly criticisms to this review. I don't feel it is irredeemable-- but I cannot justify a POSITIVE rating upon reflecting how I felt as I played this. The issues were persistent enough that I couldn't ignore them, and they greatly subtracted from the overall experience. In the end, I begrudgingly completed it. Though there were several times where I could hardly bring myself to care to continue. I'm not satisfied in having finished it, but I'm glad I put it behind me. I cannot recommend it at thirty dollars; I believe my disappointment with these criticisms was exasperated by the price point. I regret purchasing this game in its current state. (I bought it at launch for the -10% promotion, but didn't get around to playing it until long after the refund period ended.) I rate it 55/100, NEGATIVE recommendation. Namely due to the following issues. =====GENERAL===== -2.68 GB for a game of this scope seems inexcusably unoptimized. -Softlocked myself in a few situations for thinking too creatively in solving some puzzles. (One instance I found to be the result of poor design, though.) Had to quit to main menu. Nothing that permanently prevented progression. Thankfully, the game autosaves quite frequently. -Default button layout seems rather inefficient, but it can be customized. -D-Pad4Lyfe, but using the joystick to walk around still only offers 8 directions of binary input. -Menus are somewhat clunky. UI leaves a bit to be desired. -Story was just enough to establish motive, with a modest amount of additional intriuge. =====GAMEPLAY===== -Hitboxes seem a bit off. This makes fighting enemies not particularly fun. Some obvious traps were frustratingly difficult to avoid touching. -Post-hit invincibility is too low. A single enemy can easily drain far more health than they rightfully should if they catch you in a bad spot. Seems to be on a per-enemy basis, too-- so two enemies can damage you in very quick succession. -Handles a tad strange; Sometimes I slide past an object when trying to interact with it when walking to it from a diagonal direction. I guess the game tried to make it easier to 'glide' around objects, but I've had it lead me directly into hazards more than a handful of times. -Occasional cheap hits from enemies immediately upon entering improperly-staged rooms or emerging from stairs. Everything starts moving before the screen finishes scrolling! -Swapping out magic spells is a bit of a slog due to clunky UI. -Magic restoration drops are not common enough, this is especially a problem with non-free spells that are required to solve puzzles or fit through passages. Discourages use of magic outside of puzzles or boss fights. -The boss that requires arrows to defeat should provide some way of acquiring arrows during the fight (aside from a few one-time use jars). -!!!!! NO DUNGEON MAP !!!!! Would be nice to have a map that automatically fills as you explore. Especially if it also marked key-locked doors, uncollected treasures, fall-through passages, etc. -Lining up to throw an object over another to solve some puzzles is a bit janky. (Both horizontally and vertically.) -You have to interact with notable NPCs several times in one sitting for them to do/give anything significant. Needlessly wordy sometimes. -Fast Travel warp points are not marked on your world map. -Navigating some areas is a tad deceitful due to how they're represented on the map. =====GRAPHICS===== -Not a complaint, but just to address the obvious: This game's visuals are heavily reminiscent of "The Legend of Zelda - A Link to the Past". There are even some puzzles and room layouts that are very similar to some in ALttP. Pink-hair Link even makes a very brief cameo appearance! -Inconsistent pixel ratio at 1080p causes pixels to wobble/"shimmer" as they pan across the screen. 4K exclusive fullscreen with monitor set to shrink image to fit will fix this. The game should've had an option to zoom to largest integer (at the expense of adding black bars as needed). -Feels too zoomed-in (Approx 5.5x). This was somewhat annoying during some boss fights or puzzles involving controlling a duplicate of yourself that mirrors your footsteps, because they'd often fall outside the viewable area. -!!!!! DUNGEONS ARE WAY TOO DARK !!!!! Cheap way to hide some traps, and a tacky way to set the mood. Strains my vision, too. Same with the near-end 'nightfall'. =====AUDIO===== -Music resets when entering a new cell, even if it uses the same music track as the area you came from. -Music doesn't properly loop in a true manner. Hard-encoded to loop a few times before it fades and restarts, effectively tripling the disk space used by music. I sincerely hope a future update addresses the larger among these issues (among others I may have overlooked).
46.2 hours played
Written 1 year and 2 months ago

Im surprised by the moderate reviews, this is an excellent game, perhaps not quite zelda link to the past, but if you thought that was one of the best games of all time, as many do, Then this game is for you. Excellent pixel art graphics, good music, and good sound. excellent to put many hours in.
17.1 hours played
Written 2 years ago

It was fun at the beginning. But the last dungeon is just ... bad. So many soft-lock potentials. A certain miniboss is just plain unfair. Wonky controls, ice floor and a very small hitbox? Who thought this was fun? I get that people like Dark Souls. But Dark Souls Bosses are fun und challenging. This is just a recycled boss with unfun counter design. Before trying to do challenging/hard bosses, maybe try doing fun ones first and work your way up. Or playtest the game first.
34.8 hours played
Written 2 years ago

Honestly I'm enjoying this so far. This is the closest to a Link to the Past we've gotten that poses any kind of challenge. The combat is fun and challenging, and there (for the most part) doesn't seem to be any unfair challenge. The first boss actually had a pattern in his attacks. I've seen some reviews state there are some bugs later on, which I hope they are quick to fix (if they're legit). The story, which is the least important in any zelda-like game, works and the music is fine. The price does seem a little steep and I don't blame those put off by it, but I'm not regretting the purchase so far. Overall I recommend it so far and, if there are no glaring issues later, It is worth the price of admission.
40.4 hours played
Written 2 years ago

Very good overall. Difficulty remains through the game. No invincibility frames. Git gud. Music is nice. Very dim lighting in dungeons is my only complaint. Optional collectibles, exploration, and extra characters. As far as price for what you get, think of a SNES game. Except it costs less than they did but for the same gameplay time or more.
30.1 hours played
Written 2 years ago

-As stated before by others, great for getting those Zelda feels into you. -decent balance of equipment and puzzle solving. -Personally, I would rather less dialog to get the story to the player. -got stuck longer than expected once trying to leave an open door, apparently I had to swing my sword to get out. (would be fine if it was part of a puzzle or seemingly different from other open doors... but I got it eventually) Overall, enjoying it so far (story progress: main castles completed, starting the final castle... I think)
20.6 hours played
Written 2 years ago

Airoheart is a good answer to the question: “What if Link to the Past was longer and more difficult?” Not every added challenge makes the game better, but it can potentially make completing the challenges more rewarding. If you are looking for a more difficult spiritual successor to The Legend of Zelda: A Link to the Past, Airoheart is a good choice. Probably not the best one, but a good one.
14.8 hours played
Written 2 years ago

Very detail oriented and a nice throwback to the legend of zelda: link to the past
25.8 hours played
Written 2 years ago

The game is almost great. It just needs some small fixes and maybe a few mechanic changes and it would be a really good game. Unfortunately in the months since I've beaten the game there has only been one small update. Seems the dev isn't really interested in fixing any of the issues. That aside, it's not a bad game to play through once. Just don't expect to be coming back to it after the initial play through.
8.0 hours played
Written 2 years ago

I'm enjoying the hell out of this game. It plays like LoZ: ALTTP, but has a much bigger story. It's been really good so far. I highly recommend this one.
5.6 hours played
Written 2 years ago

OK... It does come off as a Zelda copycat, but that's not a bad thing! So if you're going into this thinking it's going to be EXACTLY like A Link to the Past, you are probably not going to be satisfied. This is an indie game... I think the negative reviews are people wishing it was something developed over many years by Miyamoto/Nintendo R&D Team #1. If you can appreciate it for it's own sake, you'll love it! It has all the elements of a great adventure game. It does have that original "Where do I go?" feel to it that I haven't really felt in decades due to strategy guides and the internet. I'm enjoying the game. It has a relaxed feel with some action, but also some puzzles. While I admit, I am not quite as happy with it as I thought I would be when I saw it was in development, it is a good game. My Commendations: Great atmosphere, very familiar gameplay once you change the controls to match your SNES controller the way you remember it, the scenes and characters, looks nice, story isn't another "save the princess", it just feels good. My complaints: You have to talk to people a bunch of times to get their full dialogue (which is too long sometimes), the hitboxes are questionable and blocking can be worthless, the weapons and items menu is super clunky and aggravating to navigate, and the controls can feel a little loose.
60.8 hours played
Written 2 years ago

Zelda like game. A Must have if you enjoyed Zelda for the SNES!!
6.8 hours played
Written 2 years ago

If you love LoZ A Link to the Past, then get this game, it is so reminiscent of it and is great.
7.4 hours played
Written 2 years ago

Enjoying it! Great nostalgia vibes!
27.4 hours played
Written 2 years ago

good game!