Subtle
In spite of being somewhat marred by inconsistent hit-detection, finicky edges, attack cancels, state-changes and animation for either player character and monsters - resulting in frequent and extremely punishing unrecoverable mistakes from pixel-wide miscalculations. Where in the end the game sometimes only lets you succeed by tiring out the game's attempts to murder you, rather than by careful use of the dodging, flying and calculated attack mechanics.
In spite of that, Way of Red has a very good approach to a puzzle-like level-design, in the sense that you navigate freely between battles and climbing as you wish. Many of the most difficult fights are for example set up so they are probably not possible to win without taking damage - but you could dodge the attacks, jump past and proceed through the level unscathed. Making the challenge often to choose when to attack, and when to dive, take cover, and simply move on.
And this is what makes this game refreshing, in spite of it's torturous difficulty, That there's simply a flow to the game that, for all it's frequent stumbling, makes it both entertaining as well as thoughtful. Which, as it happens, also could be said about the game's narrative and writing.
Score: Make more games, lone developer guy!
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