Game review
Ikenfell
6.5 / 10
- Developer
- Happy Ray Games
- Publisher
- Balor Games
- Released
- 8 October 2020
- Platforms
- Windows, macOS, Nintendo Switch, PlayStation 4, Xbox One
- Genre
- Tactical RPG
- Monetisation
- Premium, one-off purchase — no in-game purchases
- Players
- Single-player
The short version
Ikenfell sends a non-magical girl into a Paper Mario-style magic school to find her missing sister, and its cast, soundtrack and pixel art draw some of the warmest praise this review corpus has seen — a genuinely diverse, entirely queer roster written with real care, scored by aivi & surasshu of Steven Universe fame, wrapped in colorful, expressive sprite work. Steam's own players rate it Very Positive.
What makes this review harder to write than most is how many of its negative reviews are written with visible reluctance. A remarkably consistent number of "thumbs down" reviewers open by saying they wanted to love this game, credit the same specific strengths the positive reviews do, and then explain in detail why combat pacing broke the experience for them anyway: timing-based attacks that several call unclear or "wonky," boss fights with health pools that turn late-game encounters into slow grinds, and an escalating tedium that a genuinely large share of both positive and negative reviewers mention independently. Metacritic's 69 sits notably lower than Steam's enthusiastic player score, which lines up with a game whose devoted fans are real and vocal, but whose pacing problems are real and specific too.
Biggest strengths
- A genuinely diverse, entirely queer cast written with real specificity and care, praised across almost the entire review corpus regardless of a reviewer's overall verdict
- A standout soundtrack from aivi & surasshu (Steven Universe), called out by name in a large share of reviews as one of the game's best elements
- Expressive, colorful pixel art and character animation that holds up well throughout
Biggest weaknesses
- A remarkably consistent complaint, repeated independently across dozens of reviews, describes combat becoming tedious and repetitive by the midgame, with boss fights that drag on due to large health pools
- Several reviewers call the timing windows for landing bonus hits unclear or inconsistent, undercutting the system's own precision-based design
- The story and characters outside the core cast are described by a number of reviewers as thin, formulaic or under-written relative to the strength of the visual and musical presentation
Who it's for: Fans of Paper Mario-style timing-based RPGs and players specifically looking for a well-written, unapologetically queer fantasy cast — go in prepared for combat that a genuinely large share of players, including ones who otherwise loved the game, found repetitive or dragged-out by the later hours.
Our recommendation: A worthwhile pickup at this price for the writing, art and music alone, and a legitimately good choice for players who want strong representation in a fantasy RPG. Go in aware that the combat system is this game's most consistently debated part, and consider that before committing to a full playthrough.
6.5 / 10
Ikenfell casts you as an ordinary, non-magical girl sneaking into a school of magic to find her missing sister, filtered through the timing-based, Paper Mario-inspired combat that indie tactical RPGs have leaned on for years. What sets this particular one apart from that crowd, and what nearly every review of it agrees on, has almost nothing to do with tactics. It's the cast.
The part everyone agrees on
Ikenfell's six playable students are written as a fully, unapologetically queer ensemble — including representation reviewers specifically call out as rare even in a genre that's grown more inclusive over the past decade — and the writing is specific enough about who these characters are that both its warmest fans and its most disappointed critics describe them the same way. The soundtrack, from aivi & surasshu of Steven Universe fame, gets named directly in a large share of reviews as one of the best things about the game, and the pixel art and animation are treated as a given strength rather than a debated point. The developers also built in real accessibility options — a toggle to turn off the timing mechanic entirely, adjustable battle speed, and content warnings before certain scenes — which reviewers credit as thoughtful rather than perfunctory.
The school setting itself does real work too. Ikenfell isn't shy about the genre it's borrowing from — reviewers repeatedly draw the Paper Mario and Mario & Luigi comparison directly, both as praise for the timing-based combat concept and as criticism when that combat doesn't land with the same polish those series are known for. Exploration of the school's twisting halls and secrets gives the game a sense of place that several reviewers single out as a genuine strength distinct from either the combat or the writing — it's a setting worth wandering, not just a corridor between fights.
A negative-review corpus that keeps apologizing for itself
What makes Ikenfell unusual to review is the tone of its own negative reviews. A striking number of "thumbs down" write-ups open by saying, in some form, that they wanted to love this game — that they can see the heart poured into it, that they feel bad writing a negative review at all — before going on to explain a specific, recurring mechanical problem: combat that starts engaging and becomes tedious by the midgame, boss fights whose health pools stretch late encounters out well past the point of tension, and timing windows for bonus hits that several reviewers call unclear or inconsistent, which undercuts a system built entirely around precision. This isn't a small minority grumbling about difficulty — it's specific, mechanical, and repeated independently by dozens of reviewers who otherwise have nothing but praise for the writing and presentation.
None of this erases the game's real strengths, and it's worth stressing that plenty of players who made it all the way through describe the ending as earning the journey — the complaint is about pacing and combat feel, not about the story collapsing or the characters becoming less worth following. It's a specific, fixable-sounding problem rather than a fundamental flaw in the game's premise, which is exactly why so many reviewers sound frustrated rather than dismissive when they describe it.
What the numbers say about where players stop
Steam's global achievement data gives that pattern some hard shape. Roughly 70% of players clear the game's first major boss fight, which is a normal completion rate for an early-game milestone. By the game's final encounters, that number has fallen to around 11%. That's a much steeper drop-off than "some players didn't finish because RPGs are long" would predict, and it lines up precisely with reviewers describing combat that wears out its welcome specifically in the second half. It's also consistent with the gap between Ikenfell's enthusiastic 93.5% Steam player score and its more measured 69 on Metacritic — critics working through the full game to review it are more likely to run headlong into exactly the fatigue the achievement curve shows, while the Steam audience skews toward players self-selecting for (and finishing enthusiastic about) the writing and characters that hooked them regardless.
Why the polish gap matters more here than usual
It's worth being specific about why this particular flaw lands so hard in the review corpus rather than reading as ordinary genre fatigue. Ikenfell's combat design is explicitly built around precision — timed button presses that reward and punish exact reaction windows, in the tradition of the games it's visibly inspired by. When reviewers say those windows feel unclear or inconsistent, they're describing the system failing at the one thing timing-based combat exists to deliver: a fair, learnable relationship between input and outcome. A slower or simpler combat system could absorb that same inconsistency without anyone noticing; a system whose entire identity is precision timing cannot, and that's the specific reason so many reviewers who love everything else about the game still can't bring themselves to recommend finishing it.
Final verdict
Ikenfell deserves real credit for what it set out to do: a fantasy RPG with a genuinely diverse, carefully written cast, a standout soundtrack, and thoughtful accessibility features that plenty of bigger-budget RPGs still skip. It settles at 6.5 rather than higher because its own community, across a large and unusually self-aware body of both positive and negative reviews, keeps identifying the same specific problem: combat pacing and boss design that drags in the second half badly enough to cost the game a meaningful share of the players who started out loving it. Go in for the characters and the music, and expect to feel the fatigue reviewers describe once you're a few hours past the opening chapters.
Pros and cons
Pros
- A genuinely diverse, entirely queer cast written with real specificity and care, praised across almost the entire review corpus regardless of a reviewer's overall verdict
- A standout soundtrack from aivi & surasshu (Steven Universe), called out by name in a large share of reviews as one of the game's best elements
- Expressive, colorful pixel art and character animation that holds up well throughout
- Real accessibility options — a toggle to disable the timing-based combat mechanic entirely, adjustable battle speed, and content warnings — that reviewers specifically credit the developers for including
Cons
- A remarkably consistent complaint, repeated independently across dozens of reviews, describes combat becoming tedious and repetitive by the midgame, with boss fights that drag on due to large health pools
- Several reviewers call the timing windows for landing bonus hits unclear or inconsistent, undercutting the system's own precision-based design
- The story and characters outside the core cast are described by a number of reviewers as thin, formulaic or under-written relative to the strength of the visual and musical presentation
- Global achievement data shows a steep completion drop-off: roughly 70% of players beat the first boss, but only about 11% see the game through to its final encounters