**Tevi** is a metroidvania bullet hell platformer. It excels in its boss battles, combat, and visual presentation. Combat is varied, has many build options and movement abilities, and, in general, just feels good to play. Its narrative is not great, the platforming is rather bland, and backtracking can be quite repetitive. If you're looking for a challenging set of creative boss battles, this is the game for you. Otherwise, the game does not have any strengths worth noting, so I would avoid it. Review **Tevi** is a successor to **Rabi-Ribi**; in this regard, it is a straight-up upgrade in every way. Combat has more options, you feel more mobile, the story is more serious, the visual presentation is better, and there are numerous biomes. The game will run you around 20 hours if you're just mindlessly going through it and not exploring for the secrets—of which there are a lot. **Tevi** offers a lot of replayability, with some post-game bosses, a boss rush mode, and numerous modifiers for New Game Plus. Additionally, there is the simple act of mastering the boss fights. The rest of this review will go into detail about the above aspects of the game. Combat Combat in **Tevi** revolves around dodging a barrage of bullets and finding openings in which you can deal damage to bosses to trigger their "break meter." When this happens, the boss stops attacking, and you essentially play golf with their body—dealing damage en masse and performing satisfying combos. You have the option of both melee and ranged combat. I personally did not explore much of ranged combat, though both styles of play are important. You can find many badges throughout the world; each badge offers a wholly unique ability, which creates a massive amount of build diversity. Imagine **Paper Mario**, if you could equip 30-40 badges at once—it's amazing. You get boatloads of BP throughout the game, so you're never micro-managing your badge setup too much. Every time you collect a potion that raises your BP, it's fun deciding what to equip next and what build you may want to go for. The fact that each badge offers a genuine ability that materially affects gameplay is very appreciated, in contrast to games where your upgrades are mundane "5% increase to your left shoe's power." The game, and its badges, encourage you to do "combos" and build up your combo meter. This activates abilities of some badges. Your combo meter increases more when your move set is varied, so you never fall into the habit of doing the same repetitive combo, which is nice. Each ability is really satisfying to pull off, and you can weave attacks together in many different ways. The order in which you perform these also matters. For example, you can do a heavy attack with your wrench, but this will throw the enemy across the map, wasting time when they're stunned due to their "break gauge" being depleted. However, this is good to end a combo because it gives you distance from the boss when it attacks. Some moves deplete the break gauge faster than others. For example, a badge gives a spinning attack a slam at the end of its spin. While it depletes a lot of the break gauge, it is very long and risky to perform. There are many examples of this you must consider when doing your combos. Another layer of depth in the combat is how **Tevi** freezes whenever she hits a boss. This not only adds to the feeling of "meaty" hits but also has implications when dodging bullets. For example, if you hit a boss mid-air, all your vertical momentum disappears, and you float. This is useful for keeping yourself stationary and dodging bullets mid-air while also maintaining uptime on your combo and continually dealing damage to the enemy. However, the combat does have some issues. Sometimes the controls can feel quite clunky. For example, you can perform a dodge move if you jump after hitting an enemy with a melee attack. The timing for this can be quite hit-and-miss. Sometimes I want to dodge, but it jumps. Sometimes I want to jump, but it dodges—leading to moments where **Tevi** feels like she has a mind of her own. Similarly, the button for the air dash also doubles as an attack move if you press up or down while pressing dodge. This can lead to accidentally performing an attack instead of the dodge you intended. Another example of clunky controls is the hover ability. To use this, you must double jump and then press up. Hovering is exceedingly useful because it allows you to be stationary in the air to dodge bullets (like a traditional bullet hell). The fact that you can't do this after a single jump is quite annoying and can lead to you flying directly into a bullet you were trying to avoid by hovering. This leads to another point: the key challenge **Tevi** presents in these boss fights is dodging bullets while controlling a character affected by gravity. This can lead to many sticky situations where dodging feels nearly impossible for some attacks (though you can certainly learn to dodge all of them). I think the biggest problem is **Tevi's** hitbox. It's very small, but it's incredibly difficult to tell where it is. Even when you toggle it to be visible 24/7, you'll encounter scenarios where you're like, "How did I get hit!?" because it is hard to keep track of, especially amidst all the bullets. There are also a minority of unclear hitboxes. Overall, the combat is great and offers a lot of depth for those who seek it. The controls can sometimes feel clunky, and some boss moves have vague hitboxes or zero wind-up to their attacks. However, they are generally fair and learnable. There are many more options and layers of depth in the combat system that would go far beyond the character limit for this review! Exploration There's no shortage of areas to explore in the game. The game introduces new areas frequently. There's almost always something to collect or a new area to explore a few screens away, making it very rewarding for those who hug every wall to find every secret. That said, various aspects of the exploration are rather annoying. Some secrets have zero indication that they even exist. You blow up a random wall that looks like every other wall and get goodies, but there's no way to know that secret was even there. It made trying to achieve 100% completion feel laborious and unfulfilling. On top of that, the game frequently gates you via movement abilities. You can explore vast expanses of the map only to reach secrets you cannot access because you need **X** ability. This can lead to a LOT of backtracking, which can be made even more frustrating due to all the one-way routes on the map. Taking an accidental wrong turn often leads to circling back unnecessarily. Story / Visuals If I could describe this story in four letters, it’d be **ADHD**. It feels very much like a new **Scooby-Doo** episode every couple of hours. Many characters are introduced, as are numerous concepts, lore, and exposition dumps. However, it’s all forgotten the moment someone stage left goes, "Ruh-roh, Raggy," and you're running off to do something completely different. You never revisit or resolve any of the conflicts you JUST engaged in. The story goes in some interesting directions, but it has no coherence whatsoever. It feels random until the very end, where it gets climactic and genuinely manages to pull off a tense moment, atmosphere-wise, though the surrounding story remains nonsensical. Given all that, you will, at the very least, be presented with some very pretty, detailed art pieces as backdrops to certain scenes. While almost every character is a throwaway, seeing the new character portraits is great, as they are all clean and appealing to look at. This applies equally to the sprite work. Nothing in this game looks bad. Overall, the threads the game spins may be somewhat satisfying in isolation, but the overall story will likely leave you very unsatisfied.
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