A Little Too Simple
The graphics are nice and work, and I suppose they're 'cute' as they were meant to be. The animation was simple and minimalistic. The music was unmemorable and didn't really stick in my head, while the sound effects were fine, though the voices got very obnoxious after a short time. The story was bland and not entertaining at all.
The gameplay was where it got interesting. As an action-RPG, the system works. Run into battle, fight, get out. But the controls were just too simple. I liked the system of spells, but there weren't enough, and most importantly, there was only one kind of physical attack and no way to block!
The battles with grunts were much, much too simple, as all you had to do was keep mashing the attack button while making sure you were within the right distance of them, not getting too close. The idea that you had to collect the potions in battle to heal your Health and Magic was also absurd, and I couldn't stand it.
I also didn't like how dying just set you back to your last spawn point. If this was meant to be a kid's game, you could stand to be lenient, but you could also have put in some kind of incentive not to get killed nonstop, such as an Exp multiplier that reset every time you took damage. This also brings me to the point that the battlefields are too simple. More platforms and more complex enemies would have made the game much more fun.
Onto my biggest gripes... I really didn't like how some bosses just have too much health. I found myself intentionally losing to some of them just to go back and grind with other enemies because I needed more attack. Even if I memorized the attack patterns, some battles take way too long without upgrading. And some are much too easy, such as the monsters in the pre-boss dungeon. The attack patterns were too easy to follow for the amount of Exp they rewarded.
The other two boss battles that pissed me off were the Green and Purple knights. The green knight, which I had to defeat by deflecting rocks at, hit me if I tried to cross him no matter what, making it extremely difficult just to maintain enough health to beat him. On top of that, the rocks damaged you even if you were standing under them while hitting them at the right time! In order to properly deflect them, you had to stand such that only your blade would touch the rocks... Which was much too gimmicky for my taste, especially when you had to memorize where exactly to stand.
The purple knight was pretty bad, too. You took damage just by standing where he was, even if he was stunned and dizzy! Finding the right place to stand was obnoxiously gimmicky as well, and most of the 'strategy' I used to defeat him involved waiting for him. Poor show!
The final boss ticked me off too, but wasn't too bad. Mostly I was frustrated at the way he just bounced around, making it hard to hit him and making the battle unnecessarily long and somewhat luck-based.
All in all it was a good try, but it could have been a lot better. Action RPGs are my favorite game genre, but this fell short by a few steps. Too simple, too gimmicky, and not balanced very well. Still, I enjoyed playing it... To an extent.