Onirism catapults you into the candy‑coated, surreal playground of Crearia as Carol, a ten‑year‑old firecracker on a one‑girl quest to reclaim her stolen plushie, Bunbun. The game fuses brisk platforming, chaotic shooter set pieces, and a parade of delightfully weird encounters; think bubble guns and rocket toys against sentient dolls and megalomaniac botanists; into a single, kaleidoscopic romp. It’s loud, gleefully absurd, and overflowing with imaginative touches that spark genuine wonder; when the systems align you get moments of pure, inspired joy, and when they don’t the rough edges are painfully obvious, reminding you this is a bold, ambitious title still finding its polish. What the Game Feels Like Carol’s journey feels like a child’s fever dream run through a neon arcade shooter: candy‑bright palettes, delightfully nonsensical set pieces, and a steady stream of goofy one‑liners that keep the tone buoyant. Levels are compact and labyrinthine rather than sprawling, favoring bran...
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