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🌐 This article was machine-translated from Japanese by AI. / この記事はAIによる翻訳で書かれています。
diary· 6 min read

[Tales Of Wakana Play Log #1] Clearing the Demo's Underground Stage — Slime Boss Fight and Surprisingly Solid Pixel-Art Action

Tales Of Wakana demo play log #1. Cleared the underground stage in about 30 minutes — fought through the slime boss, figured out a basic talent build, took on a mystery boss, grabbed an axe, and reached the Adventurer's Camp.

Tales Of Wakana

Picking Up Mid-Run in the Tales Of Wakana Demo

This is Play Log #1 for Tales Of Wakana, a fairy-tale fantasy 2D action RPG. I played through the demo and recorded everything from the underground stage up to arriving at the Adventurer's Camp — about 30 minutes of playtime.

Note: I lost the recording from the very beginning, so this log starts partway through, from the "gathering materials to craft a weapon" section. Apologies for jumping in mid-story.

What is Tales Of Wakana?

Tales Of Wakana is a 2D fantasy action game set in a storybook world. You switch between ice, lightning, and wind magic to fight 120+ types of monsters and challenge 27 bosses. The game packs in a surprising variety of gameplay modes — puzzles, tower defense, racing, and more. For a full overview, check out the review article below.

Tales Of Wakana

Tales Of Wakana Review | Fairy-Tale Action RPG with Japanese Support 【Steam】

  • Genre Action / RPG / Fantasy
  • Japanese ✅ Supported
Read the Review →

What's in This Log

  • Pixel art & animation: Surprisingly polished character movement
  • Japanese localization quirks: Rough translation, but Japanese pop culture references are weirdly accurate
  • Underground exploration: Map fragments, HP/MP upgrades, dealing with flying enemies
  • Slime boss fight: Took some hits before figuring it out
  • Talent builds: Going offense-first early on
  • Wall-jump & bomb mechanics: The platforming gets trickier
  • Mystery boss (face-shaped slime?): Multiple attack patterns and a wall-stun tactic
  • Axe unlocked + Adventurer's Camp: Checking out upgrades and the shop

The Pixel Art and Action Animations Are Genuinely Good

First impression: the pixel art quality is higher than I expected.

The player character has distinct animations for jumping, wall contact, and each attack — small details that show real care went into the action side of the game. NPCs and enemies are simpler by comparison, which makes the priority pretty clear: making the action feel good comes first.

Player character jump or attack animation
▲The animations are more polished than expected — each move has its own look

The Japanese Localization Is Rough, but the Pop Culture References Are Oddly Precise

The Japanese localization has some personality, to put it diplomatically.

Dialogue tone shifts from line to line, and some of it reads like machine translation. Reading the story closely in Japanese is a bit of a stretch at this stage.

That said, Japanese pop culture references land with surprising accuracy. There are nods to Pokémon and Pikachu, dialogue that feels straight out of Dandadan, casual net-slang dropped in naturally, and dark jokes that somehow work. It's a strange mix of rough-and-ready translation alongside very specific otaku knowledge.

One character is introduced as a "cousin," but the context makes them look more like a sibling — the exact relationship is unconfirmed.

Scene with a distinctive localization choice or Japanese pop culture reference
▲The localization is rough overall, but the Japanese references are oddly on point

Exploring the Underground Stage — Map Fragments and Stat Upgrades

The log picks up in what looks like an underground dungeon stage.

Scattered throughout the map are Map Fragments — collecting them apparently unlocks a Challenge Mode (based on my playthrough; unconfirmed). There are also items that look like HP and MP upgrades, so make sure to grab them as you go.

Some areas are blocked off, giving the impression there's backtracking involved later.

Enemies are annoying in low-key ways. The worst offenders are bat-type enemies that float in the air and are hard to hit — the vertical attack range feels extremely limited. Magic or ranged attacks are the way to go for airborne targets.

Bomb-based mechanics and enemies also show up here. Worth getting a feel for how they work, since they become more important later.

Underground stage overview or collecting a map fragment
▲The underground stage. Grabbing map fragments apparently unlocks Challenge Mode
Facing a bat-type enemy
▲These are more annoying than they look. Hard to hit mid-air — use magic

Slime Boss Fight — More Than I Expected from a First Boss

The underground stage boss is a giant slime.

I figured it'd be easy. It wasn't. It grows to an impressive size and hits hard.

Main attack patterns: a rolling wheel attack and a drop from above. Both deal solid damage, and keyboard controls make this noticeably harder. Controller is probably the way to go (I got stuck here for a while on keyboard).

The key: wait for the drop animation, then dodge. Trying to anticipate it early tends to get you hit. At least that's how it felt.

After the fight I received a glowing star-type item — probably related to magic or talents, but the exact effect is unconfirmed.

Slime boss — rolling attack or drop move
▲The first boss slime. Bigger and tougher than expected, especially on keyboard

Talent Upgrades — Going Offense First

After the boss, the Talent menu opens up for upgrades (the name "Talent" is a localization choice).

I spotted what looked like a lightning magic option and some fire/attack power entries. My approach for early game: prioritize damage.

That said, what each option actually does isn't super clear, and the full system is still unconfirmed. Going with attack-related options first seems like a safe enough bet for now.

Talent upgrade menu screen
▲The Talent menu. Still figuring out what does what, honestly

Wall-Jump and Bomb Mechanics Kick In

After the slime boss, the platforming ramps up. Wall-jumping (or wall-climbing) becomes necessary, and spike traps appear — one hit and you take damage.

Bomb mechanics also become central here. Light a bomb, it explodes, and enemies take damage. So do you, though, so get clear of the blast radius fast.

One nice touch: defeating enemies sometimes restored HP. That makes clearing rooms while low on health a viable recovery option — at least based on what I saw.

Wall-jump in action or spike trap visible in the environment
▲Wall-jumping becomes essential here. Spikes will punish any slip

Mystery Boss: Face-Shaped Slime (Name TBC)

The next boss — I've been calling it the Face Slime or Demon Face (in-game name unconfirmed) — has a lot going on.

Attack roster:

  • Dash attack: Fast horizontal charge
  • Close-range spear strike: Hits if you get too close
  • Poison field: Lays down a toxic zone
  • Homing projectile: Follows you
  • Rapid explosions: Chains of blasts

The homing attack is the nastiest — running alone won't save you.

What worked for me: use the edges of the screen. When the boss hits the wall it stuns briefly, and that's your opening. Keep your distance, lure it into the walls, punish on stun. At least that's how it felt — anecdotal.

After the fight: received a Potion Fragment.

Face-shaped slime boss — full view
▲Tough boss with a lot of moves. In-game name is still unconfirmed
Boss stunned after hitting the wall
▲The wall-stun window. This is when you hit back

Axe Unlocked — Slow but Hits Hard

Post-boss loot: an axe.

Compared to the starting sword, it's noticeably slower to swing — but the single-hit damage feels meaningfully higher. Classic trade-off.

Definitely want to try the axe's skills and upgrades in the next session.

Obtaining or using the axe
▲Axe get. Slow wind-up, but the damage per hit seems solid

Reached the Adventurer's Camp — Upgrades and Shopping

Cleared the underground stage and returned to the surface.

Next stop: the Adventurer's Camp, which serves as the hub area. Available here:

  • Blacksmith: Weapon upgrades
  • Merchant: Item shop

Diamonds look like the upgrade material to watch for.

I also picked up Glasses somewhere along the way, but their purpose is completely unclear. Probably worth investigating next time.

The demo doesn't open any further stages past this point.

NPC design is notably expressive — female characters lean toward a more stylized, sexualized look, which may not be for everyone, but there's no shortage of character in this world.

Adventurer's Camp or blacksmith/merchant NPC dialogue
▲Adventurer's Camp reached. Blacksmith and merchant are here. Diamonds seem to be the key upgrade material

Wrap-Up: Rough Around the Edges, but the Action Is Serious

Today's summary:

  • Pixel art and animations are polished — the action side is clearly the priority
  • Localization is rough, but the Japanese pop culture references land in a fun way
  • Slime boss hits harder than expected early on; keyboard controls raise the difficulty
  • Face Slime boss: wall-stun tactic worked well (anecdotally)
  • Axe unlocked — slower swing speed, but the damage feels higher
  • Adventurer's Camp reached — weapon upgrades and shopping confirmed

Next time: testing the axe's skills and upgrades, exploring the full talent tree, figuring out what the Glasses do, and checking what Diamonds are used for. Stay tuned.


Tips from This Session

Use magic or ranged attacks on flying bat enemies

Vertical attack range feels very limited, making airborne bats hard to deal with up close. Switching to magic or ranged options saves a lot of frustration.

Slime boss: react to the drop, don't anticipate it

Moving too early tends to dodge into the attack. Waiting for the drop animation before moving felt more consistent.

Face Slime: use the screen edges to trigger wall stuns

Lure the boss toward the walls. When it hits, there's a brief stun window — that's your best chance to deal damage. The wall also helps block homing projectiles.

Bombs hit you too — get out of range immediately

Bombs deal solid damage to enemies, but the self-damage is real. Trigger and move away fast.

Early talents: lean toward attack upgrades

The full talent tree is still unclear, but prioritizing damage-related options early felt more stable than investing in defense. Killing things faster tends to be the safer approach — at least so far.


Tales Of Wakana

Tales Of Wakana Review | Fairy-Tale Action RPG with Japanese Support 【Steam】

  • Genre Action / RPG / Fantasy
  • Japanese ✅ Supported
Read the Review →

#Play Log#Action#Indie#Steam#Tales Of Wakana#Pixel Art#Demo

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