My desire to ❤️ it despite UI? Killed by GameBreaking 🪲
The lack of English voice acting wasn’t a dealbreaker. Tho relatively small, text was clear & legible for me, (plus easy to embiggen via Settings). I could tolerate that most objects & interaction points are tiny &/or barely visible, forcing constant reliance on highlight tool over organic exploration. I was even trying hard to power through the way perspective shifts with every tap as character moves around, rendering attempts to tap a pixel-sized object with a fingertip-sized fingertip extremely frustrating.
All that UI trouble would, I hoped, get better as I got more accustomed to it. I was willing to give this a lot more effort & benefit of doubt than usual, because I really wanted it to work out. The game’s concept & unique perspective are incredibly intriguing to me; I really like the graphic art & music; I love hearing other languages & folklore; and I always want to support modern full scale projects in the classic point and click adventure style. They put so much effort into an endeavor that’s as far from sure financial success as it gets, in an era when easy profits are available pushing clone whale trap games in an unregulated market. Devs willing to do the former rather than the latter deserve enormous credit.
But no amount of respect for the effort can overcome a true brick wall, universally unavoidable game breaking bug. Unfortunately, on top of the considerable UI trouble, this has one of those, and quite early on. At least one other review mentions it: barely 3-4 spaces into the game, simply approaching the castle gate causes instant crash to home screen or app’s main screen. It just doesn’t seem that the game’s code is able to play nice with modern iOS.
I hope that some day we iOS folk are able to get thru the actual front door. I’ll check occasionally for updates or news. Until then, gotta offload.