
With the Gods of light about to lose the great battle against the Army of Darkness, the Aggelos must learn to embrace his darker side. Explore two opposing realms full of secrets, puzzles and intense 2D combat in this challenging action-platformer.
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Aggelos 2 is an explosive action-platformer where lightning-fast combat, precision platforming, and two opposing worlds collide. As an Aggelos, the highest order of angels, you are chosen by Balro to venture through the Kingdom of Lumen, domain of the supreme God of Light. But with Lumen under siege and the Gods facing imminent defeat at the hands of the Army of Darkness, you are forced to embrace a shadowy new form to survive the chaos of both light and dark realms.
While your angelic side favors a slower, disciplined approach, your demon form is highly agile, aggressive, and bristling with dark powers. Mastering the shift between both forms is key to survival, and only by balancing order and chaos can you hope to overcome formidable enemies, deadly obstacles, and challenging puzzles along your path.

Explore two massive, overlapping maps, each with their own unique characteristics, enemies to fight, secrets to discover, and challenges to overcome.

Switch between Angel and Demon forms to change the world and your playstyle, from precise defenses to fast assaults, mastering timing, strategy, and reflexes.

Take on hordes of enemies and conquer 13 massive bosses across both realms. Steel yourself for memorable encounters that build on the original game’s signature battles.

Solve challenges by mastering skills, memorising routes, manipulating mechanisms, avoiding traps, and interacting with the world to reveal secrets and new paths.

Collect orbs to unlock devastating special attacks, boost your strength and increase your survivability, adding a tactical layer to your progression.

Unlock new skills as you progress, from flight and wall grabs to dashes and powerful special attacks, offering up new ways to explore and reach previously inaccessible areas.

Striking pixel art and detailed sprites designed to complement smooth, fast-paced 2D gameplay.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Sums Steam only; Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
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Reviews
Themes across 79 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game really rugpulls you. For the first 5-10 hours I had a blast, the metroidvania aspect is well done, the gameplay is entertaining, it really hits that colourful, fun Wonder Boy vibe, and even on hard mode it's challenging but fair. Although the dark/light mode swapping mechanic is annoying, it's used well in some of the puzzles. I would have made some different level design choices and it could use some QoL improvements, but nothing major. Suddenly around mid-game, though, it just hits a wall. Although previous bosses utilize the form swapping mechanic, they're pretty fair. Then you run into a boss that just spams the entire screen with an overlapping bullet hell mess of attacks, requiring you to juggle switching forms every 1-2 seconds, while evading and blocking, and also trying to keep track of which form you're in so you don't waste a charge on the wrong skill when trying to heal. Not to mention it has such a spongey health bar that I thought I must have missed some prerequisite. The sudden difficulty spike combined with needing a mastery of the frustrating swap mechanic to deal with an objectively badly designed boss fight completely halts progression. The pacing is completely ruined and it doesn't even feel like the same game. I'm not necessarily mad about the design choices. If you want to make a hair-pulling bullet hell game, sure knock yourself out. But don't just drop it into a totally different game that could stand very well on it's own merit, after players have already sunk hours into it. It feels like aging a steak for 60 days, cooking it to a perfect medium-rare, and then dumping a bottle of ketchup on it.
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 79 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Although this is a sequel, there’s no need to know anything about what happened in the first game, as this story takes place centuries later. As is often the case, peace never lasts, and a new threat hangs over the world, requiring the aid of the Aggelos, an angelic warrior. However, while flying toward the mortal land, a fireball burns his wings and causes him to lose all his equipment. Thankfully, this is only a minor setback because you get everything back after ten minutes. Instead of starting with the usual sword, your first weapon is a bracelet that fires projectiles. There’s no energy, ammo, or other restriction, so you can fire as much as you want. The projectiles travel across the entire screen, but that’s where their range ends, meaning you can’t hit enemies that are off-screen. Shortly after, you gain access to a sword, but it never becomes your main weapon because the ranged attack is simply too useful and lets you avoid unnecessary risks. Its main advantage is that it can destroy light projectiles, which are easily recognized by their bright pink color. Everything else passes through the sword and needs to be avoided. The final offensive ability is magic. You’ll gain four spells throughout the adventure, but casting one requires a full energy bar. Energy replenishes slowly by attacking enemies or instantly when you pass a save point. Save points also restore all lost health and refill empty health bottles. Certain save points are slightly different, but the only difference is that they allow fast travel to other similar save points. Wings are also part of your equipment. In basic form, they let you lock your height, either from a normal jump or while falling from an edge, and hover in a straight line forwards or backwards. This can only be done for a limited amount of time, represented by a bar at the top of the screen. Going upward becomes possible later when you obtain a grappling hook, which lets you grab onto any flat wall and climb up or down once you find the necessary upgrade, and finally with free flight wings. The big twist comes later, when you gain the ability to instantly switch between two characters at the press of a button. The wings and grappling hook are shared, but some abilities work differently. The second character has a dark affinity, represented by his dark hair and demonic wings. His sword can absorb dark projectiles, while his spells cover a larger area. Ranged attacks are still unlimited, but they have a much shorter range, making them considerably less useful than the light character’s projectiles. Instead of healing, he also uses potions to increase his speed. The gameplay is primarily action adventure, but there are more than enough Metroidvania elements to comfortably place it in that genre as well. The most obvious example is the classic map, made up of squares and rectangles representing rooms. The layout is accurate, and the map expands in smaller sections, meaning an entire room doesn’t appear on the map the moment you enter it. This makes it easy to see where you’ve already explored and where there are still black areas and gaps, which indicate exits. The map shows save points and shops, but for everything else of importance, you’ll have to use a limited number of beacons to mark locations or treasures you can’t reach yet. As far as I can tell, there’s no quality of life feature that shows collectibles on the map. So, while there are no hidden walls, you’ll have to thoroughly re explore the entire map if you miss something. At certain locations, portals allow you to travel between the light and dark worlds. This effectively gives you two maps to explore, although they have different layouts rather than simply being copy pasted versions of each other. Neither world is exclusive to a particular character, but the dark world is considerably harder, especially the first time you enter it. Up to that point, the experience feels like a fairly standard and accessible platformer where you probably won’t die even once. Then you reach the dark world and suddenly find yourself dying several times in a row. Part of the reason is that enemies deal a lot more damage, but another factor is the requirement to quickly switch between characters and use their respective ranged attacks. Certain traps and devices can be activated or disabled by shooting them with either a light or dark projectile, but the effect only lasts for a few seconds, so you need to move quickly. Most of these challenges require you to chain several mechanics together. You might need to jump, activate your hover, shoot with the light character, switch characters, shoot with the dark character, and hope you still have enough wing power to reach the other side. Until you become comfortable with the controls and develop some muscle memory, it’s easy to mistime an input or press something you didn’t intend to. Rooms contain enemies, environmental hazards, and the occasional collectible or treasure. Enemies are varied and colorful, and most shouldn’t cause you too much trouble. Naturally, the sword kills them faster than ranged attacks, but the ranged option at least lets you deal with enemies from a safer distance. There are also bosses, announced by unique doors so you know what you’re about to face. They require character switching and gain new attacks as their health decreases. The biggest annoyance is that there are never save points directly before a boss. If you die, you’ll have to walk back for a while, potentially losing health and wasting healing potions along the way. To be fair, you can refill potions before a boss fight for a few orbs. An enemy’s health bar appears in the corner after your first attack, similar to what you’d see in a beat ’em up. Defeated enemies only drop orbs, which serve as the game’s currency. Fortunately, grinding isn’t necessary because there’s a limit to how many orbs you can carry. Stronger enemies drop more, and enemies respawn when you travel between rooms, but once you’ve reached your limit, there’s little reason to fight them unless you come across orb containers, which increase your carrying capacity by 100. Orbs can be spent on useful items such as additional hearts, health containers, an amulet that attracts nearby orbs, and similar upgrades. However, some items are expensive, and because your orb capacity is limited, you won’t be able to afford them until you increase that capacity first. Most collectibles found throughout the world are used in the village. If you’re an achievement hunter, you’ll have to be incredibly skilled or play through the game several times. Compared with most games, the achievements here are genuinely earned. They include the usual requirements, such as exploring the entire map and finding all collectibles, but also more demanding challenges such as completing the game without dying, speedrunning, playing on hard, which I absolutely don’t recommend, and finishing with the best possible rank.
game of the year my play through only issues would would need health pack tombs when get it health on save tomb best zelda metroidvania amazing game of year recommend this
droppin an early one, despite knowing nothing about the game. the typical cringe haters and lack of support on indies is what we combat!!!
LOVING IT SO FAR!!!!!! Only played for about an hour but this is awesome! No issues anywhere, fun gameplay and exploration. The first impression it is exactly what I wanted. Will update review when I finish.
Aggelos 2 é um bom metroidvania ele não faz nada de muito excepcional mas também não erra em nenhum ponto para deixar a jornada frustrante - Gráfico é bom e lembra um jogo do Mega Drive bem a vibe do que o criador quer que é lembrar os Wonder Boys - Trilha sonora também agrada, nenhuma música que vai grudar na cabeça ou que mereça entrar pra um Spotify mas são boas pro estilo de jogo - Gameplay, tudo funciona bem, tanto o combate como a precisão dos pulos e poderes, o gancho que você tem no jogo é muito útil - Duração também tá na média desse tipo de jogo levando 15 horas para terminar com 99% Criticas tenho só uma, o jogo poderia ter alguma forma de te auxiliar na exploração ele é ENORME de mapa mas tudo é meio parecido então fica um inferno para você localizar algo que deixou para trás, fora que são ao todo 2 mapas tentei ir andando e limpar o mapa depois que terminei para fazer os 100% e mesmo perdendo 3 horas não achei os itens que faltavam Se você curte o estilo de jogos do mega drive e quer um Metroidvania bem completinho que não inventa nada de novo mas também não estraga pode pegar sem medo NOTA 7
我是一个住在平原地区的孩子这辈子还没见过高山,但不代表高山不存在。 我会去尝试爬山 爬高山 当登顶的那一刻并没感觉什么 平原是平原 高山也只是高山 具体评测视频:https://www.bilibili.com/video/BV12Ytq6pEiw
It's a cheap retro slop if I'm being brutally honest here. It does not feel like any genuine care went into the game at all. Few problematic game design issues to note here. - Currency have a cap and you have to explore to increase the cap which is all well good on the paper. However I spent most of time being capped and it does not feel rewarding to find those drops that does nothing. Level design and enemy placement was haphazardly over the place. Seems like the dev just copy & paste them everywhere without any actual thought and process. - Frame rate is awful. - Dual world mechanic and lack of fast travel / checkpoints make it tedious to backtrack and unrewarding to explore. - Map icons are very difficult to read and markers doesn't do anything that I can see. How am I supposed to tell difference between save poitns and portals? - Difficulty starts challenging but become a total joke once I obtained weapon upgrades relatively early on and am on normal. - An ability that you use that's required to break obstacles cost mana...
I don't want to not recommend this game because objectively it is a solid MV, but it really wasn't for me. Movement and platforming abilities feel clunky and accidentally trying to heal yourself while in dark mode and wasting a potion sucks. Nobody wants that except maybe some speed runners. Also, having to transition from light to dark while fighting bosses is not really my cup of tea. I was a big fan of the first one so a little disappointed that this wasn't my favorite new game, but I'm sure there will be people out there that really like it.
Really fun game! Loved Aggelos 1 as well. Monster Boy games are some of my favorites. I hope we get some DLC update-y things for this one, sorry devs, no rest for the awesome!
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