Jotun: Valhalla Edition
game
8/2/2026

Jotun: Valhalla Edition

byThunder Lotus
7.4
The Verdict
"Jotun is a five-hour argument that a game can be worth playing for its craft alone, and it very nearly wins that argument. The jotun fights are among the most memorable boss encounters of the indie era, the Icelandic narration gives the whole thing a gravity that no English VO could have bought, and the animation still looks better a decade on than most games released this year." "But craft isn't a substitute for design, and Thunder Lotus asks you to walk through a lot of beautiful nothing to reach the good parts. The combat that feels weighty and considered at the first boss feels thin and repetitive by the fifth. The exploration levels are scenery, not systems. Those aren't nitpicks — they're the reason this game sits at 72–79 instead of the mid-80s where its art belongs." "Buy it on sale, play it on a large screen, finish it in two nights, and then run Valhalla Mode to see the game Thunder Lotus almost made. What you'll remember is the giants. That's not nothing — and given how few games leave you with any image at all, it might be more than most."

Gallery

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Key Features

Five Colossal Boss Battles: Arena fights against elemental jotun — ice, fire, earth, forest, and worse — each rendered at a scale that makes the camera pull back until Thora is a speck. These are the reason the game exists.
Hand-Drawn Animation Throughout: Not a filter, not a shader trick. Fully traditional 2D animation across nine levels and every boss, with no reused sprite work where a new drawing would do.
Nine Exploration Levels: Frozen wastes, burning forests, mist-choked caves. You hunt runes to unlock the gates to each jotun while an Icelandic narrator unspools fragments of Thora's life and death.
God Blessings: Powers granted by the Norse pantheon — healing, speed, defensive shields — that function as consumable panic buttons rather than a build system.
Valhalla Mode: A boss-rush gauntlet against significantly nastier versions of all five jotun. This is the edition's headline addition, and it is the closest the game gets to a real skill test.
Original Score by Max LL: Composed scene by scene, not looped by zone. You notice.

The Good

Genuinely world-class hand-drawn animation
Five boss fights that justify the entire purchase
Icelandic voice acting gives it real mythological weight
Max LL's scene-composed score, including its silences
Valhalla Mode is a legitimately good boss-rush addition

The Bad

Two-button combat with no depth or progression
Sparse, tedious backtracking between bosses
Only five to six hours, and it feels padded even so
Camera pull-back can cost you track of your character
Vague rune tracking turns exploration into wandering

In-Depth Review

Bottom Line: Thunder Lotus's hand-drawn Norse epic is one of the most beautiful indie games ever animated, and one of the thinnest to actually play. Buy it for the five colossal boss fights and the Icelandic voice work; forgive it the forty minutes of walking between them.

The Gameplay Loop

Jotun alternates between two modes, and they are not equal partners. One is a triumph. The other is filler with a gorgeous coat of paint.

Combat is built around a single weapon: a two-handed axe that Thora swings like it weighs what it looks like it weighs. You get a light swing and a heavy swing, plus a dodge. That's the kit. The heavy attack has a wind-up long enough to read a paragraph in, and committing to it is a genuine decision — if the jotun's arm comes down while you're mid-animation, you eat it, and you deserved to. This is a game about spacing and patience, not execution. In its best moments it plays like a very slow Shadow of the Colossus boss fight rendered in two dimensions, where the entire challenge is learning a giant's tells and finding the two-second window where its wrist is on the ground and vulnerable.

The problem is that a two-button moveset with no combo depth, no parry, no positional damage, and no meaningful progression can only stay interesting for so long. And "so long" turns out to be about five hours. There is no growth curve here — the Thora who kills the final jotun is mechanically identical to the Thora who killed the first one, just with a slightly bigger health bar and a couple more god powers stocked. Compare that to a Hollow Knight or a Dead Cells, where mastery compounds. In Jotun, mastery plateaus in the first hour and then you simply apply it, over and over, more carefully.

Exploration, and the Backtracking Problem

Between bosses, you walk. A lot.

The nine exploration levels are large, largely empty, and structured around rune collection — find two runes per region, the gate opens, fight the giant. On paper this is fine pacing: tension, release, tension, release. In practice, these levels are where the game's design ambitions run out ahead of its budget. There are no enemies worth the name in most of them. There are environmental hazards, some light puzzling, and an enormous amount of holding the stick in a direction. When you miss a rune, the game asks you to retrace ground you have already cleared, with no fast travel worth the name and a movement speed calibrated for atmosphere rather than convenience.

This is the single most consistent complaint in user reviews, and it is entirely legitimate. The exploration is a delivery mechanism for the art, not a system in its own right. I want to be fair here: some of those walks are genuinely affecting. Crossing the roots of Yggdrasil in near-silence, or wandering a burning forest as the narrator describes Thora's father's death, produces something close to awe. But awe is not renewable at the rate this game demands it. By level six, the frame you're admiring is one you've already admired, and you are pressing forward because the boss is the reward, not because the road is.

The Narrative Layer

The story is delivered entirely through narration in authentic Icelandic, subtitled. This was a bold call for a game with no marketing budget, and it pays off enormously. There is no localized-English safety net, no attempt to make the mythology palatable. The result is that Jotun sounds ancient in a way almost no game about Vikings manages. Thora's backstory arrives in fragments — her family, her voyage, her stupid, undignified drowning — and the emotional arc lands because it is understated. Nobody explains the themes to you.

Valhalla Mode

The boss-rush addition is the best value in this package and the clearest signal of what the game should have been. Stripped of the walking, Jotun becomes a tight, brutal, ninety-minute gauntlet where the combat's deliberateness reads as design rather than limitation. Harder jotun, no filler, no rune hunting. If you finish the campaign and feel the game never quite got going, this is where it does.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.