
Prodigal is a story-rich action-adventure where you journey through a vibrant world fighting vicious monsters, exploring puzzling dungeons, and collecting magical artifacts. Unravel the mysteries of Vann's Point and bond with all of its curious townsfolk!
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This game hit me in a very special way that I struggle to put into words. To quote a Steam review, "it's like Link's Awakening if Link was a big screw-up." For those who pick it up: I STRONGLY recommend you just go in blind and avoid checking any material unless you are road-blocked.
It feels a bit basic at first, but there are some tricks up its sleeve. It slowly hints toward broader activities/"lore" within the world, but doesn't overplay its hand. There are numerous little stories an NPC will mention that only give you an edge glimpse of something mysterious or strange, like "the Frontier" and so forth.
A lot of the puzzles are relegated to sokoban/block-pushing puzzles, but due to the game's development process, some mid/late-game upgrades allow you to effectively steamroll certain puzzles. Rather than this being a flaw, maybe it's something the developers were totally fine with. I mean, if Zelda has very rigid expectations of a given puzzle, it's refreshing for a game to go "here's a puzzle" but if you do something weird, it goes "yeah, sure, okay."
To cap things off, I feel this planted Colorgrave as one of my favorite indie dev studios. I look forward to trying their games to date, and any others in the future.
A few small tips!:
- The game doesn't always spell out upgrades/moves. If you get an upgrade to your kit, try "press-and-hold" to see if you have a charge move attack.
- Quit-and-save is a quick way to get back to your home (starting point). Super useful; I had to use this a ton in the endgame, since I'd be backtracking to old dungeons.
- You can marry almost all of the girl NPCs (only one). They give you buffs, but as a heads-up, a couple of them are forced (meaning you don't get a choice). If this happens, just quit and DON'T SAVE after the marriage cutscene. You'll be back home and able to avoid it.
It feels a bit basic at first, but there are some tricks up its sleeve. It slowly hints toward broader activities/"lore" within the world, but doesn't overplay its hand. There are numerous little stories an NPC will mention that only give you an edge glimpse of something mysterious or strange, like "the Frontier" and so forth.
A lot of the puzzles are relegated to sokoban/block-pushing puzzles, but due to the game's development process, some mid/late-game upgrades allow you to effectively steamroll certain puzzles. Rather than this being a flaw, maybe it's something the developers were totally fine with. I mean, if Zelda has very rigid expectations of a given puzzle, it's refreshing for a game to go "here's a puzzle" but if you do something weird, it goes "yeah, sure, okay."
To cap things off, I feel this planted Colorgrave as one of my favorite indie dev studios. I look forward to trying their games to date, and any others in the future.
A few small tips!:
- The game doesn't always spell out upgrades/moves. If you get an upgrade to your kit, try "press-and-hold" to see if you have a charge move attack.
- Quit-and-save is a quick way to get back to your home (starting point). Super useful; I had to use this a ton in the endgame, since I'd be backtracking to old dungeons.
- You can marry almost all of the girl NPCs (only one). They give you buffs, but as a heads-up, a couple of them are forced (meaning you don't get a choice). If this happens, just quit and DON'T SAVE after the marriage cutscene. You'll be back home and able to avoid it.
a game evocative of Game boy adventure games with great music and lovely pixel art, and thats all the nice things i can say about it.
the game feels weirdly racist from what i have played, with every character being racist for no discernable reason, and the one black character being a 1970's pimp stereotype.
the gameplay is super unpolished, with it being extremely unclear which tile your character is on or can interact with, making enemy damage feel unavoidable at points. You can also move when you've entered a room before the camera catches up to you, allowing you to walk into pits before you can see where your going. finally, the games health system is just stupid, requiring you to leave a dungeon to get healing or just die and walk back to the dungeon, wasting time. lots of waifu's tho, so like gooners will like it.
the game feels weirdly racist from what i have played, with every character being racist for no discernable reason, and the one black character being a 1970's pimp stereotype.
the gameplay is super unpolished, with it being extremely unclear which tile your character is on or can interact with, making enemy damage feel unavoidable at points. You can also move when you've entered a room before the camera catches up to you, allowing you to walk into pits before you can see where your going. finally, the games health system is just stupid, requiring you to leave a dungeon to get healing or just die and walk back to the dungeon, wasting time. lots of waifu's tho, so like gooners will like it.