
Talewind
Pretty on the outside, quietly punishing on the inside - Talewind is a hand-painted 2D platformer from two Portuguese developers that earns its mixed reception honestly.
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Screenshots & Media

About Talewind
I have a soft spot for small-team debut games that carry the fingerprints of real admiration for the craft, and Talewind fits that description almost perfectly - until the mid-game arrives and the seams start to show. WindLimit Studios is a two-person outfit out of Portugal, a programmer and an artist who met in college and channeled a lifelong love of old-school platformers into something that is, at minimum, genuinely lovely to look at. The art direction is the game's clearest strength. Five hand-painted worlds, each with three levels, draw obvious inspiration from Studio Ghibli - soft, warm brushwork backgrounds that feel closer to an illustrated children's book than a video game. The soundtrack, composed by Pedro Ferraz, matches that mood: understated, slightly whimsical, the kind of score that hums under your awareness rather than demanding attention. As an atmosphere, it works. As a promise of what the gameplay will feel like, it unfortunately misleads. The core movement set is jump, glide, and attack, with wind tunnels scattered across levels that launch you skyward and briefly let the game breathe. The glide mechanic is the most interesting piece of the kit - it extends air time and opens up optional routes in what are genuinely open-ended level layouts. Completionists will find a monster encyclopedia to fill by defeating enemies, five hidden secret levels gated behind strong play, and a free post-launch Halloween update called "Isaac's Basement" that adds a new scenario, three new monster types, and a slice of lore tied to the protagonist's grandfather. The developers were clearly listening after launch, which matters for a debut. The problem is that the feel of the movement never quite matches the ambition of the difficulty curve. Character speed reads as sluggish once the challenge ramps up, hitboxes draw complaints in the community, and the lives system - lose all your lives and restart the full level - tips from pleasantly old-school into genuinely wearing in the later worlds. Wind currents, which are the moments where Talewind actually feels fast and alive, are too sparse to sustain the energy across a full world. Steam reviews sit at mixed, around 61% positive from roughly 84 reviewers, which feels accurate. Players who arrived for a punishing completionist challenge and stayed for the art found something worth their time. Players who expected the whimsy in the visuals to translate into a breezy, Rayman-adjacent run-and-jump felt let down by controls that never quite sing. The story - wind is fading, climb the mountain, find out why - is functional scaffolding rather than a reason to keep going, though lore fragments on stone monuments are scattered across levels for anyone who wants to dig. This is a first game, and it shows in both its earnestness and its rough edges. If you are a completionist who wants a short, aesthetically gentle platformer to squeeze dry, the hidden levels and monster encyclopedia give you a reason to stay past the credits. If you need a game that feels good to control under pressure, the gaps between Talewind's look and its moment-to-moment feedback may frustrate more than the difficulty itself. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 or newer
- Memory
- 500 MB RAM
- DirectX
- Version 11
- Storage
- 1500 MB available space
- Graphics
- 2GB of memory or higher
- Processor
- Core i3-530 2.93 GHz
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Game Info
- Developer
- WindLimit Studios
- Publisher
- WindLimit Studios
- Release Date
- Sep 22, 2016