INAYAH - Life after Gods
Charts
159 😀     22 😒
79,94%

Rating

$24.99

INAYAH - Life after Gods Reviews

INAYAH – Life after Gods is a beautifully hand-animated 2D action-platformer that invites you to explore its secretive post-apocalyptic world. Fight for survival, face challenging bosses and upgrade your abilities to unlock new areas and defeat your foes.
App ID3199390
App TypeGAME
Developers
Publishers ExoGenesis Studios
Categories Single-player, Steam Achievements, Full controller support
Genres Action
Release Date27 Mar, 2025
Platforms Windows
Supported Languages French, Italian, German, Spanish - Spain, Japanese, Russian, English, Korean

INAYAH - Life after Gods
181 Total Reviews
159 Positive Reviews
22 Negative Reviews
Score

INAYAH - Life after Gods has garnered a total of 181 reviews, with 159 positive reviews and 22 negative reviews, resulting in a ‘’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for INAYAH - Life after Gods over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 62 minutes
-fighting system feels slow and clukny -character control feels unresponsive - something like you have input lag or very low fps -bad enemy visibility - they blend into the background maybe my expectations are too high, but game didnt catch me
👍 : 1 | 😃 : 0
Negative
Playtime: 106 minutes
Often I feel that a gaym has plenty of potential because of its mechanics and world, but that it was not well developed or fully fleshed out.. In Inayah, I feel the opposite. It is very beautiful and clearly well crafted, with fantastic voice acting and music, but based on one of the worst combat systems I have ever experienced. I already hated it when, at the start of the gaym, you can jump and attack, but not both. Then, when attacking, you stand still?!>> YOU STAND STILL>> So I picked up the second gauntlet and obviously picked the canonical fists to my great frustration. Why is movement and attacking mutually exclusive?Whats the point of the heat system if I cannot get more than 2 or 3 hits in before I need to dodge? And why does my heat instantly disappear instead of cool down over time? WHY>?? And why do I need to spam the attack button like I am having a fit, but holding in attack does not repeat the attack? And there is no way to map that without external macros (which I should not need to play the damn gaym). And when jumping, when you attack and miss due to the rediculously short attack range, you cannot attack again until you have landed and jumped again??! What??! How often I was a milimeter too far away from an enemy while attacking, but could not move closer without stopping my attack. No dudes. Fix the combat system. And if I was suppoise to pick the blades, then give me the goddamned blades to start with and let me pick up the fists later on. Dont start the story placing so much focus on fists. I am upset, because I felt so excited to experience more of the world and story. Maybe I will replay this on story mode alone and try and ignore combat... Maybe then the thumb will go up?
👍 : 2 | 😃 : 0
Negative
Playtime: 3021 minutes
the game looks gorgeous, but i can not recommend this game. you get 3 weapons and all 3 are used to help reach platforms, which becomes tedious and feels clunky. the game wants you to switch between weapons while jumping and avoiding projectiles and it can get very annoying. there are many areas where you need to bounce off enemies to reach a ledge, but if you kill them you will be forced to reset because there's no way out of a pit. only 1 of the weapons feel good to use and its the blade. the other 2 are terrible and i only used them when i was forced to. save you money and sanity for another game
👍 : 0 | 😃 : 0
Negative
Playtime: 373 minutes
Fun to explore, though I wish there was more leveling up customization, and something to find secrets would be nice. Maybe that will change in the future, I'm only 5 hours in with lots of time spent exploring.
👍 : 0 | 😃 : 0
Positive
Playtime: 24 minutes
This is a good Metroidvania that I recommend. The game features beautiful graphics and magnificent animations—it feels like you’re watching a high-quality cartoon. The music is quite pleasant as well. Players have access to three weapon types: blades, fists, and a mace. Each weapon boasts its own extensive upgrade tree. Not only do these weapons have unique attack properties, but they also grant abilities that are useful in platforming. There’s an interesting mechanic that requires players to quickly switch between all weapon types and use their abilities to overcome platforming challenges. The story may not be groundbreaking, but it’s fleshed out enough for a game of this kind. The game used to have issues with an inconvenient map, but the developers recently reworked it, and now it’s much more user-friendly.
👍 : 2 | 😃 : 0
Positive
Playtime: 962 minutes
A beautiful game, really surprised me how much i started to care for the characters and the world,
👍 : 2 | 😃 : 0
Positive
Playtime: 105 minutes
Inayah- Life after Gods is a beautifully animated 2D metroidvania that has solid action and platforming. So far in my almost 2 hours, It has been a complete joy to navigate around the world and the traversal feels familiar but with a twist. I do not feel like I am far enough in the game to give my full thoughts, but I did want to post a positive word here as the developers have put a ton of effort into player feedback post launch to make an even better game. This kind of response should be applauded and why I am throwing my review up now. I will be back when I finish the main campaign with more complete thoughts other than it has been a great time so far, awesome devs.
👍 : 2 | 😃 : 0
Positive
Playtime: 1882 minutes
[h3]While the parkour is sometimes janky and the progression is a little awkward due to how open the game is from the start, I think Inayah - Life After Gods is still a pretty solid metroidvania. The voice acting is a bit of a hit or miss, but the music that completes the atmosphere along with the hand-drawn art somewhat redeems it. The developers are actively listening to feedback and fixed or changed some things later on. That's a big plus as well. Even though there are many frustrating aspects baked into the design and the game doesn't do a lot of new things for its genre, I can still recommend this game if you like metroidvanias. Overall score: 6.5/10[/h3] [u][b]Positives[/b][/u] + Gorgeous, hand-drawn art. All cutscenes are also hand-drawn animations. All art is cohesive, and nothing stands out. + The story gets pretty interesting once you start gathering allies (which is shortly after Chapter 1 ends). + You get to test all three weapon types very early into the game, and you get all three after very little progress. Hint: Pick the swords as your starting weapon. + You can upgrade your weapons anywhere, anytime. Each weapon has 6 different skill trees. Similarly, you can just change Implants or your Injector flower any time you want, even mid-fight. + There's an option that saves the game right before boss fights. Now, this is the sort of QoL we truly need in all metroidvania games out there. + Exploration is rewarded with special abilities and boosts, such as turning your relatively sluggish roll into a pretty decent dash that can also be used mid-air. + The map shows completion percentage, checkpoints, fast travel points, and secrets (or rather, how many of them are left) for all areas. You usually know what to expect from an unexplored segment once you check the map. + The Bestiary is only for bosses. Finding clues or signs related to the bosses gives you a damage bonus. Once you get all three clues about a boss, you also learn a weakness or strategy. + The game does take into account if you visited some places or looted key items before NPCs give you a quest about them, which is pretty neat. + World design is cohesive. The story is also pretty decent, and you also get information about what happened to the NPCs once you finish the game. [u][b]Neutral/Informative[/b][/u] +/- There is no penalty for dying, but save points seem to have some distance between them, which means the only thing you really lose is time due to the potential backtracking you might have to do. +/- Difficulty is decently customizable, but I think there could have been more options. +/- Reloading your save restores all HP and heals, which can come in handy when you run out while exploring and your last checkpoint is several kilometers away. This, however, may delete some progress if you didn't change areas for a while, since the save seems to trigger when you change areas. +/- Early parkour is mostly done by juggling weapons while airborne. Challenge difficulty parkour is truly difficult and asks you to fully use all the tools available to you. One of the weapon-switch UI options pauses the game while it's displayed. You can disable the weapon juggling for combat, too. But honestly, platforming doesn't quite open up until you get the Dash and Double Jump implants. Sure, the weapons can be used to get almost anywhere, but it starts getting good once you get proper movement skills. +/- Some pretty unique boss designs, if a little tedious. Some are great, while some are stupidly tanky (or a hassle in general) even with the "right" implants and maxed-out upgrades. +/- The mechanic about unlocking colored doors is pretty unique. Basically, you have to get the right color of liquid and carry it over. However, you can fast travel while carrying a vial. A vial can be carried for 50 straight seconds, so as long as you are fast enough, you can open all colored doors. Some require you to plan ahead a little, since they require the aforementioned fast travel strategy. [u][b]Negatives[/b][/u] - Massive pacing issues. After the prologue, practically the entire world map is available to you except for a few story-locked areas. Once you get all three weapons, you can go basically anywhere. Chapter 1 lasts between 12 and 20 hours, then the game ends like 3 to 5 hours later. Makes me wonder if they ran out of money after the first chapter or couldn't divide it up more reasonably, for some reason. The worst part is, you are not obligated to progress the story to get to many places, and this feels especially awkward. I wish the game was a bit more linear and/or had more areas locked behind the story to have a more consistent progression pace. - I almost never felt like dying was my fault. I can usually tell if I'm at fault when I fail in a video game, but the game doesn't make it any easier with some of the jankier hitboxes (that may one-shot you) and the plethora of other frustrating small design choices that add up to be overwhelming as a whole. In other metroidvanias, I could always tell if it was my fault or not, but for some reason, this game really throws me off. I don't think I've felt like throwing my controller at my monitor for years at this point, but this game made me want to do that many dozens of times. Not to mention, I always wanted more damage regardless of the situation. It's as if the upgrades don't even matter for some bosses due to their inflated health pools. This, combined with some bosses having random (?) instant death mechanics, really sours the overall experience. I don't think I have sighed deeply so many times while playing a video game before. - There is absolutely zero post-game content after the last boss, at the time of me writing this review, and that left a particularly bad taste in my mouth. There is no NG+, and you can't fight bosses at will after finishing the game! How the hell do you do the challenge achievements for the bosses, then? By replaying the entire game for them? No one in their right mind would replay the entire thing just to get a CHANCE at fighting bosses a certain way (which you can fail unless you savescum to retry). Reloading your save after you kill the final boss just dumps you right before it. I can understand having to replay the entire game for a different ending or to change some story-related choices like who to support when progressing, but this is too much. If this was a negative review, this would have been the breaking point for me. I made a massive feedback post and included this point, and I'm hoping this changes after my feedback. - Inayah has no alternative outfits, and there seems to be a high-level supporter-only outfit from the Kickstarter that can't be obtained anymore. Highly unsavory. [h2]Other Notes:[/h2] [h3]Alternatives/Similar Titles:[/h3] [url=https://store.steampowered.com/app/535480/Sundered_Eldritch_Edition/]Sundered: Eldritch Edition[/url] [url=https://store.steampowered.com/app/1809540/Nine_Sols/]Nine Sols[/url] [h3]Links:[/h3] My particularly long-winded feedback post can be found [url=https://steamcommunity.com/app/3199390/discussions/3/595155949401190474/]here[/url], in case you want to read about some weird design choices and details. ----------------------------------------------------------------------------------------------------- I don't get why Inayah is so shapely and has beautiful, long hair, but we can't remove her cape and hat. We don't even have alternative outfits. I really wanted to take a closer look at the gauntlets if I could remove the cape, too, but you only see them for a split second when swinging. What a shame, really.
👍 : 2 | 😃 : 0
Positive
Playtime: 1169 minutes
Beautiful metroidvania with a very consistent style. Platforming is responsive and crisp. Fighting is fun an fluid. Some parts of the game might be too challenging but it all is very customisable. Just enable the "platforming wihtout weapon switching" in the difficulty settings, if it seems to hard to juggle the weapons.
👍 : 4 | 😃 : 0
Positive
Playtime: 3151 minutes
It is a truly beautiful game with a lot of love and passion clearly put into it. I feel there is a lot of jank with platforming feeling unresponsive and hitboxes being kinda off at times. I also encountered a myriad of bugs on my playthrough including crash logs that I had to repeatedly click away in boss fights, and having to restart a few times because of things like map glitches, and the UI stopping working. So why isn't this a negative review? Because the developers care. They haven't just thrown the game out there and forgotten about it. They actively seek out feedback and are extremely responsive when it comes to bugfixes and such. This game's biggest "problem" if you can call it that, is that they've packed so much soul, indie game special sauce, and sheer content into this badboy that it's understandable it's a little rough around the edges. The artwork is gorgeous. The animations are clean and smooth it's like you're playing a Saturday morning cartoon. The soundtrack overall is really good with a few standouts such as Mad Chief and Dead Pastures that absolutely slap. The chanting followed by the insane brass followed by the throat singing is incredible. Deserves a fucking medal. I found the voice acting specifically for Rongo and Jasper to be kind of hammy and annoying, but that's just personal preference; maybe 90s anime dub overacting is your thing in which case you'll appreciate the charm. For me I really liked Sekhmet and Hakim's voice acting, alongside Ogun's. Everyone else was definitely solid but no other outliers good or bad. I really love what they did mechanically with the bosses. There were a hell of a lot of cool concepts. The Mad Chieftain was probably my favourite but I think that the fact you can run around finding information about the bosses you're hunting down before doing so for extra damage and strategy advice/what to expect feels super rewarding and it's something I've never seen before! One boss whose mechanics I really didn't like was the predator. Beautiful cutscene, but it felt like a DPS race while also being rng-dependent. You are supposed to press switches to knock it down from the ceiling with electricity so that it doesn't hit you with a oneshot attack. The problem being, you must activate 1 of the 2 switches in the arena to start the fight. Shortly after that, the predator will jump onto the ceiling and prepare for another oneshot attack so you press the 2nd switch to knock him down again. Even if you do this, the cooldown for the switches is so long that on a lot of my attempts, he would perform the oneshot attack while the switch was on cooldown, even if both of the first uses of the switch stunned him (getting punished with the oneshot attack would be more understandable if you messed up and mistimed the switch). And so I just ended up having to get over levelled so I could kill him within 2 switch uses which made the fight less fun to learn. Another mechanic I really think was cool was upgrading your robot companion to be able to carry the door batteries. Genuinely some of the most fun puzzling in the game was figuring out the fastest path to take the battery in order to open whatever gate you're looking for, using teleporters and other creative ways of moving around. The environments are all cool as hell I love the ancient technology being overtaken by wildlife vibes of the predatory forest, and the environments only get cooler. Damn I wish the swamp was larger because stepping into the swamp village and seeing those giant fish swimming about in the background was a treat. The lab where you fight Xopo had some incredible background art pieces as well and some seriously gnarly enemy designs. Overall it is a brilliant game that I pray to the ancient Gods will go places because it damn deserves it and the devs have put in, and are STILL putting in the work 4 months after launch. I've yapped immensely and there's still loads I haven't covered, but I really think you should give the game a chance if you're on the fence!
👍 : 6 | 😃 : 0
Positive
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