PLATFORM ADVENTURE
LostWinds (WiiWare, 2008/iOS, 2011/PC, 2016)
Subgenre: 2.5D Zelda-like (3D visuals, 2D gameplay)
Movement Mechanics: Triple air dash in any direction+some hovering if you keep mashing it (after upgrading the spirit early on), slipstream (draw a path that for example a torch's fire or a sapling you're holding onto moves (similar to Okami; after getting the cape you can use it on yourself for temporary flight )
Other: Overworld and dungeons, Pretty creative physics-based puzzles and movement (wind theme - the mouse/wiimote controls wind gusts which are used to make your avatar air dash in any direction (your main way of moving around, ) as well as to interact with various objects, can only move left/right with the KB/d-pad), Semi-automated regular jump for your avatar (jumps when moving off of ledges, jumps like in Prince of Persia rather than Mario)
Linear structure overall (can choose between two dungeons after the first two (after getting the cape), )
Some backtracking with new abilities and looping back around to progress
Fairly frequent save points (one slot per game, can be tricky to avoid using these)
One interesting tool used for progression (vortex - charge a mid-air object with kinetic energy which lets you throw it with more force at obstacles to break them+make crystals break - a bit like Ecco or Kirby Super Star and similar to the later Zelda: BotW as well)
Pretty good if easy puzzles overall (some systemic elements (burn a plant to create a seed then move it, plant it and water it to grow the plant in a different patch of soil), )
Various shortcuts (there could've been a few more out of later dungeons though)
Only one boss and it's easy
Pretty vague map (shows the general layout of rooms and connecting paths but no items or doors and no room shapes or topology) and no mini-map
Short
Some notable cons:
Destroyed walls don't stay removed
Various control/interface issues (overly slow mid-air movement right after using a wind gust, mid-air movement for objects and your avatar feels a bit restrained almost like you're on the moon or in water, sometimes inconsistent physics - can reach higher if you interact with a rock at the same time, can't place markers on the map, can't look around with the mouse - some leaps of faith, the camera tends to share its focus between your avatar and the enemies when near them and battle music plays, etc)
Combat feels bland and is too easy (not enough oomph when flinging enemies into the environment)
Collectibles don't affect gameplay and some are too easy to find
Some tedious aspects (some fairly long backtracking after falling down during a platforming segment, saplings automatically destruct a bit too quickly, no fast travel - boring backtracking out of dungeons, sometimes too far between checkpoints, etc)
Pretty one dimensional characters and generic story
Playthrough - Video Review - Mini Review (PC)
Influenced by: Zelda series, possibly Aquaria, Kirby: Canvas Curse?, Flow?, Bubble Ghost (GB)?
Influenced: Possibly Soul Bubbles, NyxQuest: Kindred Spirits?