Compare Fearful Symmetry & The Cursed Prince prices across 50+ stores and find the best deal. Developed by Gamera Interactive. Published by Gamera Interactive. Released on 12/12/2017. Available on PC, Xbox. Genres: Casual, Indie.

A split-screen puzzler that rewires your brain one mirrored step at a time. Patience-testers only.

I want to be honest with you: the first time I understood what Fearful Symmetry was actually asking of me, I put the controller down and stared at the ceiling for a moment. The screen splits cleanly in two, and every input you make moves both characters at once but in opposite directions. Push left on the stick and your hero glides left while a shadow version of them slides right on the other panel. Push up and the other goes down. The maps themselves, however, are not symmetrical at all. Each side has its own arrangement of pit traps, undead hands rising from the ground, projectile-firing guardians, and flickering ghosts. That mismatch between your unified input and two wildly different spatial problems is the entire game, and it is genuinely clever. Three characters sit at the heart of the experience: Hero, the unlocked-from-the-start adventurer with no special abilities; Haim, a cursed prince who can teleport one tile in the direction he faces; and Nulan, a sorceress with the power to ignite obstacles in her path. Each of the three carries their own short narrative thread about the Symmetry Scrolls that cursed them, though nobody is here for the writing. The real reason to replay levels is mechanical: Haim's teleport slip opens shortcuts Hero cannot use, and Nulan's fire ability dissolves certain obstacles entirely, meaning the same room plays out as a completely different puzzle depending on who you bring in. That layering is the game's quietest strength, and it mostly works. Where things get thorny is the timing-heavy sections. Slower rooms, the kind where you can stop and calculate every step, are where the core idea shines cleanest. The trouble arrives when moving enemies force you to act quickly, because quick movement and opposite-direction logic are genuinely at odds with each other. Some players will call this exhilarating. Others will find it the point at which the game stops feeling fair. Keyboard controls also drew some criticism for feeling unresponsive under pressure, so a gamepad is strongly recommended. One or two bugs, including occasional character-lock moments that force a full menu restart, still surface in an otherwise stable build. The audio sits firmly in forgettable territory, a small sting for a game whose visual atmosphere, SNES-era top-down pixel work with a slightly gothic edge, does a respectable job of selling two different dimensional moods side by side. Runtime lands somewhere between five and eight hours depending on how long the mid-game walls hold you. There is no new-game-plus pull, no procedural layer, nothing that generates fresh content once the credits roll. For a focused puzzler asking a modest price, that feels like an honest scope rather than a shortcoming. Gamera Interactive built a whole game around one tightly held idea, and that kind of restraint deserves acknowledgment, even if the presentation never fully elevates the concept the way a more polished production might have. If you are the sort of person who finds a stubborn level more magnetic than annoying, this one will quietly eat an afternoon. Kai, Scout Team

Fearful Symmetry & The Cursed Prince
CasualIndie

Fearful Symmetry & The Cursed Prince

Dec 12, 2017Gamera Interactive
GamerScout Says

A split-screen puzzler that rewires your brain one mirrored step at a time. Patience-testers only.

PCXbox
Best Price Available
0.00
at N/A
Historical low: $

Compare Prices(0 stores)

Loading prices...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Screenshots & Media

Screenshot

About Fearful Symmetry & The Cursed Prince

I want to be honest with you: the first time I understood what Fearful Symmetry was actually asking of me, I put the controller down and stared at the ceiling for a moment. The screen splits cleanly in two, and every input you make moves both characters at once but in opposite directions. Push left on the stick and your hero glides left while a shadow version of them slides right on the other panel. Push up and the other goes down. The maps themselves, however, are not symmetrical at all. Each side has its own arrangement of pit traps, undead hands rising from the ground, projectile-firing guardians, and flickering ghosts. That mismatch between your unified input and two wildly different spatial problems is the entire game, and it is genuinely clever. Three characters sit at the heart of the experience: Hero, the unlocked-from-the-start adventurer with no special abilities; Haim, a cursed prince who can teleport one tile in the direction he faces; and Nulan, a sorceress with the power to ignite obstacles in her path. Each of the three carries their own short narrative thread about the Symmetry Scrolls that cursed them, though nobody is here for the writing. The real reason to replay levels is mechanical: Haim's teleport slip opens shortcuts Hero cannot use, and Nulan's fire ability dissolves certain obstacles entirely, meaning the same room plays out as a completely different puzzle depending on who you bring in. That layering is the game's quietest strength, and it mostly works. Where things get thorny is the timing-heavy sections. Slower rooms, the kind where you can stop and calculate every step, are where the core idea shines cleanest. The trouble arrives when moving enemies force you to act quickly, because quick movement and opposite-direction logic are genuinely at odds with each other. Some players will call this exhilarating. Others will find it the point at which the game stops feeling fair. Keyboard controls also drew some criticism for feeling unresponsive under pressure, so a gamepad is strongly recommended. One or two bugs, including occasional character-lock moments that force a full menu restart, still surface in an otherwise stable build. The audio sits firmly in forgettable territory, a small sting for a game whose visual atmosphere, SNES-era top-down pixel work with a slightly gothic edge, does a respectable job of selling two different dimensional moods side by side. Runtime lands somewhere between five and eight hours depending on how long the mid-game walls hold you. There is no new-game-plus pull, no procedural layer, nothing that generates fresh content once the credits roll. For a focused puzzler asking a modest price, that feels like an honest scope rather than a shortcoming. Gamera Interactive built a whole game around one tightly held idea, and that kind of restraint deserves acknowledgment, even if the presentation never fully elevates the concept the way a more polished production might have. If you are the sort of person who finds a stubborn level more magnetic than annoying, this one will quietly eat an afternoon. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttier:indieSplit-Screen PuzzleMirror ControlsTrial-and-ErrorUnlockable CharactersGamepad RecommendedShort CampaignTop-Down Grid

System Requirements

Minimum

OS
Windows 7 or higher
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
150 MB available space
Graphics
Direct X 9.0c compliant video card
Processor
CPU 1Ghz or higher

Reviews & Ratings

No ratings available

Game Info

Developer
Gamera Interactive
Publisher
Gamera Interactive
Release Date
Dec 12, 2017

Price Alert

Get notified when the price drops below your target!

Create Alert

More from Gamera Interactive