It could have been an awesome metroidvania if not for those dreadful puzzles everywhere and unforgiving platforming. Jumping platforms is difficult, but not because you need to calculate precise timing or have lighting fast reflexes, but because camera angle makes it very hard to predict where you will land. Top down or isometric view platformers all suffer from this issue. There's no analog stick support, so good luck making precise moves diagonally with a D-pad and missing diagonal movement animation adds to this issue. So the best experience you can get from Alundra, is when level is built like a traditional side scroller. Too bad it rarely happens.
But if you have enough patience, you can have fun with this game. Pixel art is gorgeous, world if full of secrets and exploration, and you'll keep returning to visited areas to unlock previously closed paths all the time. Story itself is also quite interesting, weaved nicely into gameplay. Zelda-like music fits perfectly.
In the end, Alundra aged not too great, but I really would love to see it reimagined with better controls.