
Think you can handle a little romance with creatures from Spanish folklore? ❤️🔥 Careful: your love life isn’t the only thing at stake at Mythic Love: Iberian Legends.
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About

Mythic Love: Iberian Legends is a fun monster romance visual novel inspired by Spanish myths and legends! Flirt with Iberian folklore creatures, save (or doom) humanity, and, if you earn their trust, unlock their true monstrous form!
Meet five romanceable myths, each with their own drama, secrets, and a tendency to snack on humans from time to time ;). Your choices decide whether you end up in love, betrayed, or just… obliterated.
Five romanceable Iberian legends – from mischievous gods to broody monsters. Flirt at your own risk.
Unlock their true monster forms – if they trust you enough.
30+ endings – happy, tragic, weird… and a few you’ll probably regret.
Choices that matter – decide who to trust, who to love, and whether humanity survives your love life.
20+ hours of story content – A 300,000-word adventure with five romance routes, each offering around 4 hours of story content.

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Themes across 110 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It is a light, cute story. Remember those good old Disney cartoons? Now add some hot kisses and hugs, and you get this game. The plot is quite simple here, even compared to Disney, but I really enjoyed the game—a lot, actually. Below, I’ll explain in more detail what I liked and what I didn't. It’s impossible to do this without spoilers, so part of the text is hidden. I prefer to give a heads-up right away. So, keep that in mind! [h2]What I Loved[/h2] All the characters are wonderful, and the main menu soundtrack is great too—I’d gladly play it in the background while working! I also particularly enjoyed: 1) [b]Joan’s Route Flexibility[/b]: The game actually allowed me to choose Joan’s route specifically to troll her back. [spoiler]I picked her first to return all the rudeness she dumps on the protagonist right off the bat. Instead of forcing me to fawn over her, the game gave me space to respond in kind. I was fully prepared for a bad ending because of this, but then came a brilliant surprise...[/spoiler] 2) [b]The Gaueko Twist[/b]: [spoiler]The unexpected opportunity to pivot to Gaueko’s route took me completely off guard. I was genuinely planning on hitting a bad end, and suddenly the plot pulled a complete twist. I ended up with a good ending—and with Gaueko no less, who turned out to be so much more pleasant than Joan. It’s a shame the game requires you to betray the other myths for this, but on Joan’s route, it feels quite natural. She acts extremely unpleasant at times; disliking humans is one thing, but acting rude and accusing the protagonist without a shred of proof is another. Within her route, betrayal felt like a fascinating narrative choice. Plus, I played double agent mostly wondering if I could reconcile everyone or gather crucial intel to resolve the conflict. In a way, I succeeded. Thank you for giving players that flexibility.[/spoiler] 3) [b]Cozy Interactive Details[/b]: The game includes small hands-on activities you can do with or for your partner [spoiler]like baking or feeding a very interesting "pet"))[/spoiler]. I absolutely loved this, especially in Tiago’s and Bu’s routes. It added such a cozy, relaxing atmosphere (I even learned smth new for me), offering a wonderful mental break from anxious thoughts. It’s a fantastic touch that I’d love to see adopted by other visual novels. Actually, communication is maybe the best part here. The MC and the love interests actually spend time together sharing what’s on their minds. While it’s mostly the love interests opening up (which is a minor downside), following these conversations was deeply satisfying. Often in visual novels, characters talk about nothing other than their current problems, enemies or saving the world, while actual relationship development is rushed into two scenes at the very end. Here, for half the game, the characters aren't doing anything epic—they’re just spending time together and talking through painful experiences. The protagonist helps their partners not by bravely killing their enemies, but by offering simple support. They give Bu the sense of safety he lacked, and they give Tiago the space to be himself and the support needed to say "No." Many people wish they had someone by their side when setting boundaries. The protagonist gives Tiago exactly that, and right after that scene, I finally understood why Tiago wanted to pursue a relationship despite [spoiler]the protagonist being human.[/spoiler] Tiago is my favorite, with Gaueko a close second. I felt genuine sympathy for Gaueko's pain, and helping him fill that void in his soul was deeply fulfilling. [spoiler](Though, since he’s still the god of darkness, it’s a bit hard to fully believe in such a sweet happy ending with him!)[/spoiler] [h2]Where the Game Fell Short[/h2] 1) [b]Pacing of Relationships[/b]: Feelings develop far too quickly. [spoiler]Gaueko falls in love in a single day—so deeply that he’s ready to risk his own global plans for the protagonist. At the end, love interests abandon their entire world and old lives in seconds to follow the protagonist into total uncertainty. That’s a clear narrative shortcut. [/spoiler]While Coru’s personality makes this plausible, I don't buy it for Bu or Tiago. 2) [b]Lack of Protagonist Personality[/b]: This is such a widespread issue in visual novels that I almost forgot to mention it! The protagonist lacks a defined character, personal background, or clear life outside the main events. This creates a strange narrative dissonance. For instance, the protagonist's primary goal is to return to the human world, but the game never explains why. Do they have friends, family, or dreams waiting for them? Without those details, the motivation feels hollow. Fortunately, this was partially compensated for by some witty, direct, and confident dialogue choices. These options allow players to pretend their character isn't a passive pushover and can make bold choices under pressure, but I still wished for more depth. A few extra light dialogue moments where the protagonist expresses a real opinion—rather than standing silent like a statue when Joan attacks them—would have gone a very long way. 3) [b]The Protagonist’s Role in the Plot[/b]: Some reviews claim the protagonist has no impact, but I disagree—their role is actually significant, just non-traditional. They aren't a superhero charging into battle or an all-knowing genius. Instead, they act as an emotional anchor: keeping the group focused, supporting their partner where they struggle, and providing a fresh human perspective that the non-human characters miss. That said, the execution could have been clearer. It wasn't until my third playthrough (Bu’s route) that I fully realized how crucial this support was, largely because the protagonist often stays silent or just asks basic questions ("Why is that?" or "What's happening?"). I genuinely loved the focus on emotional support over tired "macho superhero" tropes, but the dialogue and delivery could definitely have been written with more flavor and energy. 4) [b]Abrupt Endings & Missing Epilogues[/b]: The game lacks an epilogue. All endings cut off too abruptly. The full happy endings are manageable more or less (though I would still like to know more about the characters' lives after the main events). The alternative paths—[spoiler]like where the protagonist refuses a relationship or aids Gaueko’s world-domination plan[/spoiler]—end far too quickly and feel empty. 5) [b]Shared Dialogue Across Routes[/b]: In several key plot scenes, different love interests say the exact same lines. Right before a kiss or at the end of the game, you hear almost identical phrasing and scene descriptions. At times it breaks character so jarringly that it feels like you're talking to a template rather than Gaueko or Joan. Fortunately, Tiago didn't suffer from this—all his lines felt completely natural and grounded in his character (at least to me), which is probably why he stood out the most to me. 6) [b]Forced Polyamory Option[/b]: The polyamorous route felt tacked on. It only pops up at the very end, which I think is unfair. [spoiler]When I spend the entire story building a relationship with Tiago, suddenly seeing Gaueko kiss my character as if he’s been in love forever feels unearned. It reads like a checklist addition rather than an organic conclusion.[/spoiler] [h2]Final Thoughts[/h2] If you are ready for some plot simplifications, give this game a try! The characters are likable, and the myths are interesting, as is the idea behind the plot. However, if you're seeking something explicitly spicy or deeply complex, this might not be your cup of tea. It would be nice to see more content for this game in the future. A DLC or epilogue exploring how the main characters adapt [spoiler]to the human world and overcome their lingering trauma—especially Tiago, given his deeply painful past[/spoiler]—would be amazing. I'd love to see how he navigates that fear over time.
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Languages: English, Spanish - Spain
Hours played at review time, across 110 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Realmente no sé por dónde empezar, pero seré breve y educada: EL juego es completamente disfrutable si quieres jugar a algo con el cerebro apagado, pero si estás buscando un juego "otome" este no es tu sitio, me explico y añado un poco de contexto antes de que se juzgue, soy una persona que disfruta de todo tipo de contenido en cuanto a ships (mlm, wlw, lo que sea.) Este juego no debería tener la etiqueta de otome, porque no reúne las características de un otome, ya que (Entre otras cosas) por ejemplo, contiene BL, un romance entre dos LI, así que no me parece del todo adecuado que tenga esa etiqueta! Personalmente entré a jugar porque la demo me gustó un montón, y quería ir directa a por Gaueko, no he jugado tanto como para llegar a él, asi que me quedé con Tiago, para llevarme la sorpresa de que me siento como una sujetavelas en medio de ellos dos (?) Cosa que me parece extraña en un simulador de citas. Si los devs querían desarrollar una relación poly de alguna manera, desde luego, esta no es, porque narrativamente queda bastante pobre a mi parecer. La historia es bastante básica, se llega muy rápido a conclusiones, los personajes te quieren en 2 días, no veo que haya un desarrollo romántico muy complejo, lo cual, bueno, como he dicho al principio, si quieres reírte un poco y jugar con el cerebro apagado es completamente comprensible. Los diseños de los personajes podrían ser mejores, pero ahí ya me estoy poniendo exquisita, no me parecen malos. Y por último, encuentro los diálogos demasiado corny/cringe. Seguiré jugándolo por si cambio de opinión en algo y espero que los devs tomen más en consideración las críticas constructivas!
Divertido, disfrutón y mamarracho, los amo a todos con todo mi corazón pero por qué no se pueden romancear a ciertos personajes secundarios?????? (os estoy mirando a ustedes Drac y Xana)
Dating sim bastante curioso por la ambientación. Quizá para mi gusto los pasos para romancear (o no) a casi todos los mitos son bastante similiares y se repite un poco cuando tienes tantos finales, Pero oye, hasta los personajes que menos llaman al principio se hacen querer al final y el juego engancha y es disfrutón, es mucho más de lo que pueden decir algunas VN a las que he jugado casi a disgusto. Ademas: El Coco.
Estuve siguiendo el juego por redes durante bastante tiempo. Me intereso mucho la temática y la idea del mismo y, sin duda alguna, puedo decir que es sencillamente maravilloso. La narrativa esta muy cuidada y los personajes super bien definidos. Sus personalidades, sus gustos, sus rarezas, todo esta sencillamente genial. Actualmente he completado la primera ruta de Coru, pero tengo claro que voy a ir por todas las que pueda hasta sacar el 100% del juego. Además, el amor que se siente en cada dialogo y texto del juego es asombroso, se nota lo cuidado que esta y como diseñador de videojuegos que soy me llena de alegría ver que aun hay gente con pasión por lo que crea <3 Muchas gracias a Platonic Games por esta obra de arte. Además, como asturiano que soy ha resultado genial ver tanta representación de mi comunidad y las demás <3
[This review will be based solely on Gaueko's route as he's the only character I was really interested in.] I found this to be a very enjoyable game with a lot of heart. Some things I liked: * [spoiler]Although I didn't like it at first, I actually thought it was a really interesting choice to make it so that the player has to choose one of the other LIs and then betray them to get to Gaueko. It made it feel like a higher stakes decision.[/spoiler] * Gaueko's character has a lot of depth and charm. I was surprised by certain moments, such as [spoiler]how he seemed angry that I betrayed the others when I started his route. I feel like that moment shows not only his genuine care for the others, but also how conflicted he feels about his plan, as if he's secretly hoping someone will stop him.[/spoiler] [spoiler]I liked the twist that he doesn't control the shadows but rather keeps them under control.[/spoiler] [spoiler]I liked that he has interests in art and mechanics and that he felt like his own person with his own skills and plans, not someone whose entire existence revolves around MC.[/spoiler] [spoiler]Overall, his character does fall into the general archetype of "misunderstood villain"/"they treated me like a monster, so that's what I became," but there are enough unique aspects of his character that I didn't feel bored.[/spoiler] * I don't always like games that have a "_____ liked that" notification, because I feel like it can take away from the player's capacity to make their own interpretation of the character's reaction, but I thought it was actually really well executed in MLIL. For example, I liked that there were times when I would say something that might not be obviously positive, but the character would appear to consider it and then the notification would appear after a short delay. It gives the impression that the characters actually have complex thought processes and don't only like you saying positive things or telling them what they want to hear. * [spoiler]I like how being nice to El Coco paid off later when he was willing to help Gaueko and me escape. It made it feel like my previous decisions actually did matter.[/spoiler] * Although I didn't play their routes, the other characters all felt interesting and endearing to me. * I loved the sprinkling in of various aspects of Spanish culture. Some things that I didn't like/would have liked to see done a bit differently: * [spoiler]The resolution was a bit too convenient. Professor Bú just spontaneously comes up with the idea for a battery powered by a bond between a myth and a human. This seems like a pretty obvious solution, so I'm not sure why no one thought of it until the third act. An easy way to solve this would be to frame it as combining Bú's research with Gaueko's mechanical skill/his efforts to alter the portable portal to get to the human realm and show that they were only able to come to a solution by working together. The game does do this a bit, but I think it would be better if it were more explicit, something like "When I saw your alterations to the portable portal, it gave me the idea to modify it to use it as a battery! But I'll need your help to do it."[/spoiler] * [spoiler]Throughout the whole game, Gaueko going to the human realm is treated like a huge deal, yet in both the Gaueko and Gaueko/Tiago endings, Gaueko just walks into the human realm with no issues or criticism. I guess the issue was more so his plan than his presence, but it still feels a little strange. Do the shadows come with him, or did he somehow leave them behind? And if they are attached to him, isn't there a danger of them going rogue while he's there?[/spoiler] * [spoiler]Although I liked Gaueko and Tiago's relationship, I feel like some things could have been handled better. In the polyamory ending with both of them, I felt that it didn't really make sense how quickly Tiago became affectionate with me. I actually started with Tiago's route before ditching for Gaueko, so I wish there would have been a moment where I could have reconciled with Tiago about that, just a quick "Sorry for leaving you, I never wanted to hurt you, I just really wanted to go with Gaueko." Furthermore, I kind of agree with other reviewers that Gaueko/Tiago is pushed a bit too hard in Gaueko's solo route. I understand that Tiago will be an important person to Gaueko regardless, but the solo route should focus on Gaueko's relationship with MC. It might even be nice to have some more edgy options where MC can be like "Look, he was not there for you. I am."[/spoiler] Overall, if you're drawn to the character of Gaueko and don't mind sharing a little, I feel that the game delivers. It's not the most elaborate or polished game, but I can forgive that as it's clearly a labor of love from a small indie studio. The quality is about what you would expect from the demo (if not a bit higher). One change that I feel would go a long way is the addition of at least one high-quality CG for each route. Nevertheless, I enjoyed the game and wish the developers luck whether they choose to continue to work on MLIL or move on to other projects.
I was drawn to this because of the amazing art style and the premise of mythical creatures, and definitely did not end up disappointed. The game is visually beautiful, and it's backed up with good story telling, a lot of humor, and a lot of endings to aim for. I think there will definitely be at least a few similarities with a lot of routes, but considering your bond/romance choice influences a lot of how the story unfolds, particularly in the first half, there's definitely enough variety to make it worth replaying. And the game definitely tries to make it seem like your choices matter; not every choice leads to something drastically different, but there are definitely different ways to approach interactions that can have immediate effects. I do feel like most of the endings I've encountered so far are bittersweet; you can choose to stay romantically involved with the myths, but at the end of the story, you're still a mortal who will age while the myths are more or less everlasting. There are definitely some errors here and there, particularly some misgendering and a few other small mistakes, but I'm very forgiving of this with visual novels because I can only imagine the time and effort it takes to proofread an expansive game with multiple routes. Other than that, I have zero negative things to say about this game. I genuinely had a great time with it.
De momento solo tengo uno de los finales con Bu (lo amo) y el juego me parece muy bonito: tiene un arte increíble, unos personajes carismáticos y la historia es cortita, pero interesante. Recomiendo mucho el juego si apetece algo cortito y para no comerte mucho el coco;)
Acabo de terminar mi segunda partida con el final 21, en la primera el 24 y los que me quedan. Como persona bi y poli el juego es perfecto, no hay quejas, me caen todes genial y ya en la demo, cuando conocí a El Coco, me sentí cómo Rosa de Brooklyn Nine-Nine con su perro Arlo. Es el tercer juego tipo otome que juego en mi vida pero creo que puedo afirmar sin miedo a equivocarme es muy buen juego, se nota muchísimo todo el cariño que le han metido, el diseño es maravilloso, la música, la historia, les personajes, las referencias a la mitología pero también el resto de ellas, todo. Vale la pena hasta el último céntimo pero si tenéis dudas, aunque sea probar la demo, de verdad que no os vais arrepentir. Gracias y mil gracias a Platonic Games por esta joya.
Primer juego con el que me parto de la risa, las referencias son geniales. Se nota que está hecho con mucho mimo, a la mayoría de los mitos no los conocía y da gusto ver cómo ponen en valor lugares bonitos de toda España. Los personajes están muy bien construidos, con profundidad, y el mundo paralelo que crea es encantador. ¡No me importaría visitarlo!
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