Info about LOST EPIC:

Official game description:
The latest game from Team EARTHWARS, the creators of the 300,000 DL hit game『EARTH’S DAWN』  
LOST EPIC is a 2D side-scrolling action RPG about a war between gods and humanity.  
The player becomes the deity-defying knight, God Slayer, and explores the world known as Sanctum to bring the Pantheon of Six to their knees.
Game Features
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**Combine attacks and Divine Skills to create a satisfying combo**  
Each weapon has its own unique move「Divine Skill」. You can customize your knight by combining your favorite Divine skills. By activating your Divine skill at the right moment, you can take down an enemy and deliver massive damage.  
**Create your own character build using skill points**  
You can further advance the battle by upgrading the character stats according to the weapon you often use. Focusing on specific stats and creating a strength, skill or magic build will also be effective in advancing your quest.  
**Complete quests and earn rewards**  
Completing quests given from the many characters will progress the sub-story, and earn rewards for the player. Certain quests require you to fight against enemies known as the Elite. Defeating the Elites can give you powerful rewards.  
**Craft items to better your exploration!**  
When you start to say to yourself,「Where are my medicines」「To many debuffs」, try acquiring materials through cultivating or fishing and craft items! If you find some enemies difficult at times, a good preparation could save you. That is not all, throughout Sanctum, there are hidden items that will surely help you in your venture. Search the corners that tickle your senses and you may find something.
Main Illustrator
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Namie  
An illustrator from Australia  
Has done artwork for 「Fate/Grand Order」, 「Azur Lane」,「Arknights」  
Character design for 「The farthest library in the mirror」etc.  
Voice Casts
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The daughter of a Witch, Alta: Wakana Maruoka  
The Witch of Nabel, Cecilia: Nanako Mori  
Beautiful and noble Dame of Sanctum: Marie Miyake  
Son of God: Ryota Suzuki  
A boy half beast, half human: Risa Tsumugi  
Ghost Girl: Amane Shindo  
A girl in hiding through Sanctum: Airi Ohtsu  
A mysterious black cat: Fujiya Ichi  
Mariko Higashiuchi  
Taro Kiuchi  
Honoka Inoue  
Casting Corporation ＡＧＲＳ Co., Ltd
Developer
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Team EARTH WARS  
The production team from『EARTH WARS』which was released in 2015 and ported to many platforms.『EARTH WARS』is a stylish fast-paced 2D action RPG. The user friendly interface and the hack and slash style replayability was praised by hardcore gamers resalting in 300,000 downloads.

Release date: Jul 27, 2022

Categories: 2D Side-scrolling, Action RPG, Metroidvania, Soulslike Combat, Weapon Customization, Character Progression, Cooperative Multiplayer

Feature scans:
- Wiki: score 100; verdict: The Grinder; summary: The game exhibits a strong external data dependency, especially for farming materials and understanding quest endings. The unfriendly map, inventory system, and development mechanics further compel players to consult wikis for basic gameplay tasks.
- Steam Deck: score 30; verdict: Playable with Caveats; summary: User feedback reveals notable controller compatibility issues for non-Xinput devices, including bugs with PS5 controllers, and imprecise grab-point detection in some areas. However, native Xinput and the built-in Steam Deck controls perform well with responsive input. No major anti-cheat, launcher, or text readability problems were reported, suggesting the game is mostly functional on Steam Deck with minor tinkering needed for alternative controllers.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $5.00 - $13.00
  - Reasoning: Mixed community sentiment: some players find even half the current price too high, while one review considers 2000 yen (about $13) inexpensive. This implies a fair price range below typical retail, likely between a low suggested by the half-price complaint and a high around the yen figure. The range $5-$13 captures both perspectives.
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: 50.0h
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The evidence provides multiple reported story completion times. Ending A takes about 50 hours, C/D endings about 30 hours, and a faster playthrough about 7-8 hours before full completion. Because the game has multiple endings and grinding elements, the typical first story completion likely falls between 30-50 hours. The 50-hour figure for Ending A is used as a representative story completion time.
- Time-to-fun:
  - Summary: The game starts with friction from a weak story and repetitive grinding, but becomes more enjoyable in the mid-to-late game once players explore interconnected areas, upgrade gear, and unlock powerful skills.
  - Stance: Clicks after
  - Anchor: Unlocking strong skills
  - Time to anchor: N/A
  - Friction: weak story start; repetitive resource grinding
  - Unlock drivers: interconnected mid-game map; rewarding gear progression; unlocking strong skills
  - Conditions: player must survive early resource grind; player must reach mid-game areas; player must unlock strong skills
- Player Archetypes:
  - Progression Addict (buy)
    - Motivation: Skill synergy discovery and build customization
    - Playstyle: Systematic, experimental, focused on maximizing combos
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Tales series; Salt and Sanctuary
  - Disillusioned Veteran (no buy)
    - Motivation: Seeking a polished, deep metroidvania/souls experience
    - Playstyle: Critical, thorough, completionist
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: core action gamer
    - Reference games: Astlibra; Salt and Sanctuary; Souls series
  - Co-op Seeker (no buy)
    - Motivation: Playing cooperatively with friends throughout the game
    - Playstyle: Social, relies on co-op for assistance and fun
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: Dark Souls
  - Casual Newcomer (buy)
    - Motivation: Enjoying an anime-style action game without high difficulty
    - Playstyle: Casual, exploration-focused, using difficulty sliders if needed
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: bad at action games
    - Reference games: Super Mario; Mega Man X


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Art style and graphics praised (weight 0.35): The game's art style and graphics are frequently highlighted as beautiful, attractive, and well-crafted across many reviews.
- Combat is smooth and satisfying (weight 0.25): Combat is consistently praised for being smooth, fluid, and satisfying, with fast-paced action and impactful combos.
- Cute and appealing character designs (weight 0.18): Character designs are often described as cute and appealing, contributing to the game's charm.
- Diverse and rewarding weapon skills (weight 0.11): Weapons provide diverse skills and learning unique abilities from different weapon types is rewarding and encourages experimentation.
- Excellent value for playtime (weight 0.05): The game offers high playtime relative to its price, providing good value for money.
- Fun skill mastery system (weight 0.05): The skill learning system, which requires using a skill 15 times to master it, is found fun and engaging.
- Great Japanese voice acting (weight 0.05): Japanese voice acting is praised for its quality and adds to the game's appeal.
- Addictive gameplay loop (weight 0.05): The gameplay loop is described as highly addictive, keeping players engaged.
- Bow is very strong weapon (weight 0.05): The bow weapon is noted as strong and effective in many situations, potentially overpowered.
- Early and mid-game are fun (weight 0.05): The early and mid-game sections are very fun, with some reviewers rating them highly.
- Souls-like but easier (weight 0.05): The game has a dark fantasy Souls-like story and tense action, but is considered easier to play than typical Souls games.

Common complaints:
- Material scarcity hinders experimentation (weight 0.24): Multiple clusters report that essential upgrade and crafting materials, particularly Tamahagane, are extremely scarce, forcing players to grind extensively and discouraging experimentation with different weapon types.
- Map design is confusing and tedious (weight 0.18): The map is difficult to understand, monotonous, sometimes misguiding, with poorly placed hidden treasures and quest destinations that are unclear, making navigation frustrating.
- Skill tree punishes early investment (weight 0.16): The skill tree is back-loaded, with early investments offering minimal benefits while later nodes provide far greater stat gains, effectively penalizing early skill point allocation.
- Enemy variety is extremely low (weight 0.14): Players report excessive palette-swapped enemy types with few unique designs, leading to repetitive encounters throughout the game.
- Story is thin and forgettable (weight 0.11): Players consistently describe the story as thin, forgettable, and lacking meaningful narrative, with insufficient foreshadowing.
- Heavy grinding required for progress (weight 0.1): The game requires heavy grinding for both levels and skill experience, making progression semi-mandatory and often tedious.
- Final boss spike is unfair (weight 0.1): The final boss and penultimate boss exhibit sharp difficulty spikes, with one-shot combos that provide no wind-up or reaction time, even on lower difficulties.
- Enemies dominate with hyper armor (weight 0.1): Players have almost no hyper armor while many enemies possess hyper armor, forcing hit-and-run tactics or brawling in multi-enemy fights.
- Repeated bosses scale harshly (weight 0.08): Players report that bosses become repeatable and significantly stronger with each rematch cycle, making progression increasingly difficult after 3-4 fights.
- Parry has no benefit, only risk (weight 0.08): The parry mechanic offers no tactical advantage such as critical hits or fatal strikes, while failure results in guaranteed critical damage from enemies.
- Character creation lacks depth (weight 0.08): Character customization is limited to presets and accessories, offering no full customization options and very few costumes.
- Skills locked behind weapon grind (weight 0.06): Skills are tied to specific weapons, forcing players to grind proficiency with unwanted weapon types to unlock abilities.
- Weapon evolution resets upgrades (weight 0.06): Weapon evolution resets the upgrade level to zero, discouraging players from evolving their weapons.
- Multi-hit attacks cause instant death (weight 0.06): Multi-hit attacks from enemies, such as rush and breath attacks, cannot be escaped and often cause instant death even at slightly over-appropriate levels.
- Enemy level design is flawed (weight 0.06): Enemy level design is described as flawed and rough, with poorly balanced encounters.
- Combat combos feel awkward (weight 0.06): Skill combos feel awkward due to button mapping issues, causing players to mess up chain attacks.
- No skill cancel available (weight 0.06): Players cannot cancel skills once initiated, leading to locked animations and vulnerability.
- Stamina system feels mismatched (weight 0.06): The stamina system feels unnecessary and is poorly matched with gameplay, restricting player actions without clear benefit.
- Hidden items lack reasonable placement (weight 0.06): Hidden chests and areas are placed in unreasonable locations with no hints, making them nearly impossible to find without exhaustive searching.
- Boss voice acting is poor (weight 0.05): Boss voice acting lacks dignity and features annoying, repetitive dialogue that detracts from the experience.

Gameplay feedback:
- Metroidvania Souls-like hybrid (weight 0.43): The game is a 2D side-scroller combining Metroidvania exploration with Souls-like combat mechanics. This hybrid genre defines the core gameplay loop.
- Weapon and skill system (weight 0.42): Players can choose from three main weapon types, each with unique movesets. Skills are unique to each weapon and can be mastered through use, then assigned to multiple slots or fused.
- Weapon crafting and upgrade (weight 0.17): Weapons can be upgraded and evolved using gathered materials, with elemental enchantments available. Players find and craft new equipment throughout the game.
- Adjustable difficulty options (weight 0.11): The game offers adjustable difficulty, including an easy mode that reduces enemy strength. This accommodates players of varying skill levels.
- Stamina and posture system (weight 0.09): Actions consume stamina, which recovers slowly, requiring careful resource management. A posture or guard break system adds further tactical depth.
- Co-op multiplayer summoning (weight 0.09): Multiplayer is available through online co-op summoning or local co-op with friends. There is no matchmaking, echoing the Dark Souls summon system.
- Parry mechanic for bosses (weight 0.05): A parry mechanic is available for some bosses, allowing skilled players to counter attacks. This adds a layer of defensive strategy to combat.
- Boss rematch with scaling (weight 0.05): A boss rematch system allows players to fight bosses multiple times, with increasing difficulty each time. This feature is accessible even before clearing the game.
- Player versus player mode (weight 0.05): A PvP or Arena mode allows players to compete against each other. This offers a competitive alternative to the main cooperative and solo content.

Performance notes:
- Game stability is poor (weight 0.06): Multiple reports of stability problems including significant crashes during loading and frequent freezing during combat, severely impacting gameplay.
- Smooth performance on modest systems (weight 0.06): Multiple players confirm the game runs smoothly on modest systems, with no major performance issues reported.
- Significant input lag present (weight 0.04): Players report noticeable input lag, which undermines responsive control expected in action or combat scenarios.
- Online latency issues exist (weight 0.03): While local performance is fine, playing with distant online friends introduces minor lag, suggesting netcode could be improved.
- Minor visual bugs reported (weight 0.03): A visual bug causes the warp map to become translucent sporadically; while not game-breaking, it can be disorienting.
- Polished feel praised (weight 0.03): A few players appreciate the polished feel, noting it lacks the clunkiness often associated with indie titles.

Recommendations:
- Recommended with caveats (weight 0.09): Several reviews recommend the game but not unreservedly, or with significant caveats about its design and flaws. This reflects a mixed reception where the game has strengths but also notable weaknesses.
- Accessible on easy mode (weight 0.09): The game's easy mode makes it accessible for players who just want story and atmosphere, or for beginners of the action genre. This provides an option for less skilled players.
- Grinding is a major issue (weight 0.08): Multiple reviews mention the game requires extreme grinding, with some even suggesting using cheat tools to reduce it. This is a key point of criticism, especially for players who dislike repetitive gameplay.
- Not for Soulslike fans (weight 0.07): Multiple reviews explicitly state the game is not recommended for players seeking a Soulslike experience or for hardcore action gamers and Souls series veterans. This indicates the game differs significantly from the genre expectations.
- Co-op functionality lacking (weight 0.07): Several reviewers note the game is not a true co-op experience and is not recommended for playing through the story together with friends. Solo play is considered acceptable, suggesting cooperative features are incomplete or poorly implemented.
- Loot grinding appealing (weight 0.06): The game is recommended for players who enjoy loot-grinding and weapon crafting, as well as those who like building up their character. This highlights a specific gameplay loop that appeals to some.
- Mixed or contradictory reviews (weight 0.06): Several reviews are contradictory, with one saying 'can recommend but do not recommend' and another finding it hard to recommend despite personal enjoyment. This indicates a divisive experience.
- Recommend predecessor instead (weight 0.06): Some reviewers recommend playing the predecessor Earth's Dawn instead of Lost Epic, or suggest other games like Vanillaware's Muramasa. This implies the sequel or alternative offers a better experience.
- Not recommended currently (weight 0.06): Some reviewers give a general not-recommended rating for the game in its current state, suggesting overall dissatisfaction with the product. This is a broad but important negative signal.
- Good for 2D action fans (weight 0.05): The game is highly recommended for fans of 2D action games who do not mind grinding. This suggests the core combat and 2D gameplay are appealing to a specific audience.
- Better alternatives exist (weight 0.05): Some reviewers suggest playing other games like Dungeon & Fighter instead, or not spending time on this game at all. This indicates the game fails to stand out against competitors.
- Paid beta test concerns (weight 0.05): Some reviewers consider the game a paid beta test or think it should have stayed in early access to patch quality of life issues and jank. This suggests the game feels unfinished.
- Best played with controller (weight 0.05): Multiple reviews explicitly recommend using a controller for the best experience. This is a practical tip for potential buyers about the game's control scheme preferences.
- Good value for price (weight 0.05): Several reviewers mention the game is good value for its price, especially compared to inflated Triple A titles. This is a positive point for budget-conscious players.
- Buy on sale recommended (weight 0.05): Some reviews suggest waiting for a sale or a discount before purchasing, indicating the game may not be worth the full price. This is a common conditional recommendation.
- Boss fights are stressful (weight 0.03): The game is criticized for stressful boss fights and constant frustration, leading to a not-recommended verdict. This suggests difficulty balance issues that negatively impact enjoyment.
- Visual and UI issues exist (weight 0.03): Some reviewers warn about potentially disturbing visuals like skeleton piles and slime holes, as well as UI and balance problems. These issues detract from the overall experience.
- Not for achievement hunters (weight 0.03): The game is not recommended for achievement hunters or those seeking deep gameplay, suggesting shallow progression or repetitive tasks. This narrows the potential audience.
- Spiders and poor visibility (weight 0.03): The game is not recommended for those stressed by spiders, poor visibility areas, sudden deaths, or poor sense of direction. These environmental and design elements are notable drawbacks.
- Off-screen attacks annoying (weight 0.02): Some reviewers mention that players bothered by off-screen attacks may dislike the game. This is a specific gameplay design issue that affects combat clarity.

Other player notes:
- Game is in Early Access (weight 0.19): The game entered Early Access with only partial content and a reduced price, later graduating to full release. Many reviews mention this state as a significant context for their feedback.
- Version updates noted (weight 0.15): Multiple specific version numbers are cited in reviews, indicating ongoing updates and patches. This shows the game's development status and frequent changes.
- Improvements from updates (weight 0.12): Updates improved various systems such as inventory, enemy respawn, material costs, weapon upgrades, and bug fixes. This shows responsive development.
- Multiple endings available (weight 0.1): Reviews mention multiple endings including Ending A, Ending C, and choices that affect the final boss fight. This indicates narrative depth and replay value.
- Co-op multiplayer mode (weight 0.1): Multiplayer co-op is available for 2-3 players, using lanterns as limited summoning resources. It resembles Dark Souls co-op but with restrictions.
- Price considered affordable (weight 0.08): Players discuss the price being low for the content amount, with one reviewer buying at half price but still feeling overpriced. Overall, the game is considered affordable.
- Weapon skills variety (weight 0.08): Weapons share animations within tiers but have unique skills, and skills can be transferred across same weapon types. This provides variety in combat utility.
- Varied playtime lengths (weight 0.08): Playtime estimates vary from 7-8 hours for basic playthrough to over 90 hours for completion. This indicates substantial content length.
- Fishing system present (weight 0.07): The game includes a fishing system with a specific rod found in the map and multiple cooking recipes. This adds depth to resource gathering and crafting.
- Map exploration features (weight 0.07): The map supports exploration with no puzzle solving and lacks a completion indicator. Quest locations are not shown, which may frustrate completionists.
- Minimal player guidance (weight 0.06): The game provides minimal hand-holding; players can enter areas without key upgrades and side quests lack location hints. This can be confusing but offers exploration freedom.
- Post-clear content available (weight 0.05): Post-clear content includes boss rush mode, New Game+, and a boss revival feature, extending replayability.
- Multiplayer bugs present (weight 0.05): At the time of some reviews, multiplayer had dangerous bugs and the game was still in Early Access, indicating stability concerns.
- Small map areas (weight 0.05): Map areas are small and summoning is restricted to the current map, limiting exploration and cooperative play scope.
- Poor English localization (weight 0.03): English localization has spelling, grammar errors, and confusing side quest text. This detracts from the narrative experience and clarity.
- Full release achieved (weight 0.03): The game graduated from Early Access to full release, which is a positive milestone for development.
- Repetitive environment art (weight 0.03): Environmental art is repetitive and lacks visual distinction, making areas feel samey. This may reduce immersion over time.
- Save point issues (weight 0.03): Save point placement is poorly balanced, potentially causing frustration during exploration or boss runs.
- Movement speed slow (weight 0.03): Movement speed is considered too slow, and players desire more mobility skills to improve traversal and combat flow.

Emotions:
- Frustration (weight 0.32): Players frequently express frustration due to excessive grinding, especially for skill proficiency and weapon upgrade materials, which severely impacts pacing. Combat is marred by sluggish controls, poor dodge and parry mechanics, unfair enemy design such as hyper-armor and one-shot attacks, and a stamina system that feels restrictive. The UI, map guidance, and inventory management are also criticized for being unintuitive and poorly organized, adding to the overall sense of tedium.
- Disappointment (weight 0.14): Many players are disappointed by the game's lack of depth, citing repetitive enemy and map design, a thin story, and poor multiplayer implementation. The quality of later areas and the final dungeon is seen as a drop-off, with balancing issues and a skill tree that punishes early investment. Despite good art, the controls feel floaty, and the co-op system fails to deliver on its promise of playing with friends.
- Satisfaction (weight 0.09): Satisfaction stems from the engaging combat and skill system, which becomes more enjoyable as players unlock more weapons and abilities. The exploration of a large map, rewarding progression and gear upgrades, and the ability to create effective builds contribute to a positive experience. Players also appreciate the game's art quality and the sense of value it provides for its price.
- Annoyance (weight 0.07): Annoyance is primarily caused by excessive enemy palette swaps, forced grinding, and unfair enemy setups that include spam attacks and ganking. Poor UI design, such as lack of item sorting and key rebinding, along with tedious mechanics like forced fishing and lengthy boss dialogue, further irritate players. Late-game enemies are criticized for using cheap mechanics like full heals and instant death.
- Enjoyment (weight 0.06): Players enjoy the responsive combat, smooth action, and satisfying weapon combos that make the gameplay feel fluid and dynamic. The appealing art style, music, and character designs also contribute to the fun. Early and mid-game exploration, along with engaging loot and crafting systems, provide a rewarding experience that keeps players invested.
- Anger (weight 0.04): Anger is directed at unfair boss designs, including super-armor, spam attacks, and multi-hit area-of-effect abilities that feel cheap. Bugs such as fishing quest issues, save data corruption, and the permanent consumption of skills through the Ougi synthesis system cause significant frustration. The camera is also criticized for pulling in close to hide enemies, making combat feel even more unfair.
- Stress (weight 0.02): Stress arises from overwhelming enemy density and difficulty in certain areas, particularly in late-game sections with high-damage multihit attacks. Unfair boss fights that feature stunlocking and one-sided attacks, along with underwater stages that severely restrict movement and include off-screen paralysis attacks, create a highly tense experience. The constant threat of instant death from enemy combos adds to the pressure.
- Confusion (weight 0.02): Confusion stems from a hard-to-understand map that looks the same throughout, making navigation difficult. The weapon and skill system require significant time to grasp, and the tutorial's interruption mechanic is inconsistent. Players are also puzzled by unclear co-op instructions and a confusing stat interface that divides main and sub weapon stats.
- Excitement (weight 0.02): Excitement is generated by discovering a wide variety of weapons and skills, along with flashy and addictive combat mechanics. The ability to rematch bosses and the potential for diverse character builds keep players engaged. The game's art and smooth combat are also highlighted as strong points that create an exciting experience.
- Regret (weight 0.02): Players regret that the game's good aspects are overshadowed by poor design choices, particularly the final boss and bland background art. Some feel the game is inferior to similar titles like Earth's Dawn, expressing disappointment that its potential is not fully realized. The overall sentiment is that the game is good but marred by many specific flaws.
- Appreciation (weight 0.01): Appreciation is expressed for the game's nice 2D anime graphics, which are described as superb and immersive. Players acknowledge that the game is well-crafted for a single developer, offering a wide range of features. The cute and pretty art style is a standout positive element.
- Boredom (weight 0.01): Boredom is caused by excessive enemy palette swaps that share identical movesets, making combat feel repetitive. The gameplay loop is seen as boring due to predictable enemy patterns and a boss fight design that only involves dodging, hitting, and healing. The lack of variety in enemy and map design contributes to a monotonous experience.
- Exhilaration (weight 0.01): Exhilaration comes from the camera changes during counters and parries, which add a cinematic feel to combat. The fast-paced and satisfying action keeps players engaged and excited during battles. These moments of intense, fluid combat are a highlight of the experience.
- Hope (weight 0.01): Players express hope that the game will realize its potential through future updates, particularly for full co-op support, more character customization, and different job and stat builds. Despite current flaws, the game is seen as having good potential and being fun for its price. This hope is rooted in a desire for the game to improve and expand.
- Dissatisfaction (weight 0.01): Dissatisfaction arises from poor balance, with enemy difficulty varying too much, especially among bosses, indicating a lack of proper tuning. The material farming methods seem to rely on external guides, which players find frustrating. The overall feeling is that the game's execution falls short of expectations.
- Relief (weight 0.01): Relief is felt because certain aspects, such as resource requirements and the return stone crafting system, were improved from early access to the full release. The ability to adjust difficulty per area and the inclusion of easy fishing and cooking mini-games also provide a sense of relief. These improvements make the game less of a hassle to play.
- Irritation (weight 0.01): Irritation is caused by enemy ranged attacks and slow respawn timers, which disrupt the flow of combat. The underworld BGM, described as a repetitive dissonant sound, is also a source of irritation. These constant minor design flaws accumulate to create a generally irritating experience.
- Loss of motivation (weight 0): Loss of motivation occurs because the difficulty adjustment feature is ineffective, causing the player's motivation to plummet. Despite attempts to tailor the challenge, the game remains unenjoyable, leading to a desire to stop playing. The lack of a proper difficulty curve undermines the player's engagement.
- Indifference (weight 0): Indifference is expressed toward the game's thin story, which players feel does not matter to the overall experience. The narrative is considered unimportant and fails to engage players emotionally. This indifference suggests that the story is not a factor in their enjoyment or criticism of the game.
- Displeasure (weight 0): Displeasure is caused by the monotone visual nightmare in the last areas of the game, which are described as visually unappealing and repetitive. This lack of visual variety in the endgame contributes to a negative impression. The aesthetic quality of the final areas is a major point of dissatisfaction.}