Tails of Iron seemed like a promising game but its potential was squandered with the decisions made by the developer. Like most people, I was drawn in by the art style of the game and the trailer seemed to impress. The initial gameplay seemed good but as the game went on, I think they should have focused more on the exploration/platforming, making things intuitive, and more. Instead, youTails of Iron seemed like a promising game but its potential was squandered with the decisions made by the developer. Like most people, I was drawn in by the art style of the game and the trailer seemed to impress. The initial gameplay seemed good but as the game went on, I think they should have focused more on the exploration/platforming, making things intuitive, and more. Instead, you have clunky controls, weird design decisions, and an obnoxious combat system due to oversized hitboxes from enemies and an awkward dodge roll. If a stranger asked me on this game, then I'd tell them to wait for a big sale. I wouldn't recommend this to a friend.
+ Visual Art is phenomenal and is sure to attract people due to it
+/- Good Narrator voice actor. Bad character voices (squeaking) that you'll opt to turn it off immediately. The characters use image bubbles but the narrator immediately summarizes/explains what the character is trying to say, so it seems out of place. They could have lessened the use of the Narrator and give characters dialogue lines.
= Story is somewhat decent; could have been better
= Music is passable. Nothing really memorable that you're drawn into the atmosphere of the game or you'd want to listen to post-game.
- Gear system is mediocre & Weight system isn't really explained. There's a lot of weapons/armor you can get but they're incredibly lacking as far as what you can do. Most of the time you're focused on just equipping what gives the better stat and with the way the combat works, you'll be defaulting to the Spear (fastest weapon type) for your 1hand and the 2hand Axe for the Reach/Stun. The Ranged weapons don't have much variation to them besides just upgrading to the next version of the weapon.
Weight isn't really explained in the game. So if you just unquestionably keep going for the gear that gives the most defense stat, you can find yourself being sluggish in actions/response time and your dodge roll distance reduced. This wouldn't be a problem if the dodge roll had i-frames but since they lack it, the slower weapons/heavy gear feel worse off to use compared to using the Spear (fast) and low weight gear.
- Combat is bad or good depending on your preference of games & difficulty. The game draws inspiration from the Souls-like genre so its main focus is on the combat & timings. Dodge roll has no i-frames so you have to consider your positioning in boss fights. In the earlier parts of the game, the combat seems fluid enough but later on the bosses have an overabundance of "stomp" attacks and gigantic hitboxes for their attacks (that at times doesn't match the visual frames). At times you can get unlucky and get juggled to death from repeated stomp attacks. And some bosses do damage from simply picking themselves up from the ground.
The lack of Dodge roll i-frames makes the combat terrible due to the attacks and their hitboxes. At times, you're praying for good RNG from the bosses to get through them if you're not accustomed to tight positioning & reflexes w/ clunky controls.
- Exploration in this game could have been better. The game looks visually pleasing but there isn't much to explore and the platforming is clunky. Fast traveling in this game is subpar since you have to go to specific board posts to do so and you find yourself back-tracking for exploration due to the main quests (masquerading as side quests) requiring you to go to previously walked through areas.
Your character jumps slowly and goes a surprisingly short distance. You also take fall damage when you're falling down, even dropping from a short ladder makes you take damage. This seems weird for a game focused on Rats, which are surprisingly good jumpers & agile and have the ability to survive tall heights without injury in the real world. I don't know what they were thinking adding Fall damage since 2D platformers by nature don't punish you at all for fall distance.
The developer missed opportunities to have platforming sections that would add to the 2D side scrolling nature of the game and the fantasy of being a Rat. But they opted to focus on the combat.… Expand