I played Kotama and Academy Citadel on Challenge mode, as I generally like to test a game’s “hard” setting to see how thoughtfully it’s balanced. Overall, I found the difficulty fair and, more importantly, interesting. The game offers three difficulty modes from the start, with a fourth unlocking after completing Challenge mode. Rather than simply inflating enemy stats, higher difficulties reduce the number of available platforms. It’s a smart mechanical adjustment that meaningfully changes how you approach encounters instead of padding numbers, and I appreciated that restraint. There is one stylistic element worth addressing up front, even if it largely comes down to taste and cultural differences. Some of the character portraits are overly sexualized, which felt uncomfortable given the school setting. While there’s no nudity, several designs rely on exaggerated proportions or suggestive poses that felt out of place. It’s clearly a deliberate art choice and one that will appeal to some players, but it’s not something I personally enjoyed. The game has no voice acting, but the writing is clear and readable, which isn’t always guaranteed in heavily translated titles. That said, boss dialogue that appears immediately before fights scrolls by quickly and is easy to miss. The interaction prompts for NPCs can also be finicky, requiring very specific positioning. Quest objectives are clearly marked on the map, and additional details can be found in the in-game database. As someone who isn’t particularly story-driven, none of this bothered me much. Importantly, the game allows players to skip cutscenes and dialogue entirely, which I value highly. Main objectives are always clearly indicated, while still allowing room to explore off the critical path. Exploration outside the main story is more divisive. Players can find area maps that reveal how rooms connect, which helps make secret-hunting feel tangible without external guides. However, many hidden walls are not shown at all, and this is where my biggest frustration lies. These secret walls hide substantial content, including the third weapon, which I completely missed on my first playthrough despite being told its general location and deliberately exploring that area. This weapon is mandatory to use to experience all the content, including an extra biome and two bosses. While the game technically allows you to finish with a rushed “bad” ending, accessing the full experience requires stumbling upon multiple opaque secrets. I would strongly suggest either a late-game upgrade that reveals secret walls or more visual cues—such as breakable crystals—to better communicate what’s interactable. As it stands, the process felt like hours of aimless scavenger hunting, which sharply soured my experience after an otherwise strong first half. Once most side content is completed, the final biome becomes accessible, and its area map conveniently reveals all remaining unexplored rooms. If this had been available earlier—particularly during the secret-heavy portion of the game—I think the overall experience would have benefited significantly. Re-visiting areas extensively also exposes some limitations in enemy variety, which begins to feel repetitive during completionist runs. Movement is one of the game’s strengths. The double jump is acquired early, and the titular umbrella spear allows the player to float, giving excellent midair control. Additional movement abilities unlock over time, keeping traversal fresh. Some players have reported issues with the dash mechanic, though I personally experienced none. From what I've read, locking the frame rate will help with the dash and parry timings if you do experience issues with them. Platforming is demanding but fair, with optional platform assists available to accommodate a wide range of players. Spike hazards are particularly punishing, instantly resetting the player to the last safe position, which can feel harsh during tight jumps. The optional Collection Hall deserves special mention—it’s one of the most brutal platforming challenges I’ve ever attempted, and I ultimately rage-quit it. Thankfully, it can be skipped using platform assists, so completionists aren’t locked out of 100%. Combat is the core of Kotama and Academy Citadel, and it’s where the game truly shines. Attacking enemies coats them in fluid; once enough accumulates, they glow purple and can be detonated for massive damage while healing the player. Enemies display purple markers indicating how many detonations are needed to stagger them, creating a constant push-and-pull between offense, positioning, and survivability. The healing system is especially clever: players have a fixed life pool (Chronoshell) but can heal using currency, making healing theoretically unlimited but risky to execute mid-combat. Death only occurs if the player is hit after reaching zero life, which allows for tense recoveries without removing stakes. It’s an excellent system that I genuinely hope other games borrow from. There are three weapons in total, each with distinct movesets and mobility options, and parrying is heavily incentivized. Successful parries allow counterattacks and rapidly coat enemies in fluid, reinforcing the combat loop. The weapons feel mechanically distinct, and I enjoyed rotating between them once they were unlocked. Death is also handled generously: upon dying, players leave behind a residue that can be destroyed to heal them on their next attempt, easing frustration during repeated fights. The presentation is strong. Each zone has its own music and visual identity, and the soundtrack is consistently good. Enemy designs are creative and memorable—living vending machines, haunted portraits, and robots somehow coexist in a way that feels coherent within the game’s world. Enemy variety is solid, though it does wear thin during extensive backtracking. Bosses, on the other hand, are a highlight. They’re large, visually striking, and fun to learn. Elaine stands out as a major difficulty spike, particularly compared to the surrounding content, and I suspect some players may struggle to push through. Thorough exploration for upgrades before this fight is strongly recommended. Ultimately, Kotama and Academy Citadel is an impressive achievement. The combat systems, movement, music, and overall design quality rival—and often surpass—those of far larger studios. If not for the tedious scavenger-hunt approach to unlocking the true ending, this would have been an easy recommendation for multiple replays. As it stands, I’m unlikely to fully re-explore the map again, and future playthroughs will probably end at the “bad” ending, where the game peaks for me. Still, if you’re comfortable with heavy exploration—or willing to accept a slightly unfulfilled ending—this is an easy game to recommend.
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