Mago has beautiful pixel art, and while the flashing lights are annoying and mostly unnecessary, that's easily fixed with an accessibility option being added, should the dev choose to. The music is absolutely fantastic, especially the themes for the final boss and shadow chases, no complaints. Sound effects are also nice, with no standout exceptions either way. The plot is simple, but serviceable, with even a little room to interpret certain characters. Speaking of, though there aren't many, the cast of bosses and characters are all fun and mostly memorable. [Spoiler Warning BTW] The worst part of Mago is the gameplay. There are several more minor complaints, like the checkpoints costing orbs (This game's version of coins) to activate, and not a small amount either. Typically close to as much as you earn in the prior section. It needlessly drains your orbs that you could be spending on wand upgrades, outfits, or the Capytowers, and the checkpoints are free in the mech levels anyway, even though they still have you collecting orbs. Speaking of Capytowers though, they are also a massive nuisance, especially if you're going for 102%. They have six rewards, one of which is selected at random to be given to the player upon completion of a timed set of challenges. This means that you have to do each tower 6 times to complete it, and there are seven towers in the game (assuming one per world). These towers aren't easy, and the rewards aren't insignificant either, being large sums of orbs, unique collectibles, or heart pieces. And each one has an entry fee, so every time you want to attempt one you have to pay some orbs, and this fee scales as you go through the game, making them even more of an orb sink. Another more major problem is the fact that run and wand are bound to the same button. This mostly only matters for the chase levels, but hurts my hand to hold run for so long as I repeatedly attempt the harder chases, and even some regular levels. Either allow multiple binds for the same input or have an option to split the inputs up, it would make the game for easier on the hands, and more intuitive to control. I get the idea was an NES style game with authentic control feel, but that's not an excuse to compromise the accessibility of the game. (This I think is why the flashing doesn't have a toggle, which is a bad reason.) The biggest reason that I can't recommend this game however, is the overall level design. The game is designed to feel like "retro" games from the NES era, with simple mechanics and very little explanation of most mechanics beyond the wand mechanic. However, the level design reflects all of the worst aspects of this era, with Gotcha's that take your health or kill you outright, preventing backtracking for obvious collectibles because you didn't react fast enough. (One time it was just an invisible wall which was really dumb.) And checkpoint placements that lead into long, easy sections that cap with something difficult, meaning if you die at the end you have to do the long, boring section again, not to mention regathering any orbs you want to keep, as any collected between checkpoints are lost on death. What's weird is that the final sections of the game have markedly better level design, especially the mech levels, which seem tailor-fit for the mechs unique style. The first world or so is enjoyable, the next 3 are interesting, but very frustrating, and the moon has likely the best level design in the game. The UFO is alright, and then the final world is mostly good. And although I've only played the first 3 shadow chases, they are all very interesting but with far too punishing design. You cannot interact at all with your clone, and like far too many things in this game, it insta-kills you through i-frames upon contact. Most bosses are designed well, but some of the more minor encounters, (The siren thing and the egg robot notably) have the "untelegraphed jumping" problem many games suffer from, and generally have less clear telegraphs or answers to their attack patterns. Sometimes you just have to tank a hit and move on. Later bosses and major bosses are mostly exempt from this, and the final gauntlet hits a lot of the best bosses, except for the non-robotic egg thing, that thing is still annoying. Last annoying thing is the placement of orbs. Most of the time it's fine, but in chases they just as often lead to optional death traps for money or actively fake you out of valuable collectables as thewy actually show you where you need to go. I think it's in these moments where more direct signage would work, or at least using one color of orb for pathfinding and the other for bonus goodies. As much as I've rambled about how bad the game design can be, I would still overall recommend the game, on the condition that you know what you're getting into. This game is very difficult, and very unforgiving a lot of the time. It is not a casual platformer, and it is not a "play and chill game" like I thought it would be when first playing, likely warping my perception of those first few worlds a bit. Moreover though, most of the games flaws are easily fixable, and that potential, mixed with the likely fact that the game may receive another update, makes me want to recommend it in the hopes that the game improves.