Alright, didn't realize I still had 1000 points left on my account, so I got this. I read that the developer is already working on a 'sequel'...and after finishing the game I can see why.

The game sets up a pretty grand story at the beginning, but you don't see the conclusion of it in this game. So the next game isn't going to be a 'sequel', but rather the next episode. According to the Wii play time, I finished it within 2hrs 27 minutes.

It was pretty dern cool. Didn't really care about the story, regardless of the 'grand setup', but the way the wind controlled your character and the things around it was well done. There's an ability you get late in the game that opens up the world a bit more and allows you to travel much faster.

I'll list the abilities you get (some of these names I made up):
1: Gust - Hold A and slash across the screen to form a gust of wind that can move yourself, objects, and enemis.

1.1 Air Cushion - Not exactly an ability on its own, but if your guy is falling you can just wiggle the cursor underneath him (without any buttons) to slow him down. There's a little breeze that always comes from the cursor regardless, it affects scenery in the background as well.

2: Gust harder - Essentially powers up the wind spirit so they can do the gust more times. Initially, you can only 'Gust' once, but with this you can do two full powered gusts before they gradually start decreasing in power over subsequent uses.

3: Slipstream - Press and hold B, draw a line to direct wind along that path. Ineffective on heavier items and most enemies. Use it on fire and water to direct and use that particular element for puzzles and combat.

4: Vortex - Press and hold A and draw a circle in the air. Use on items and enemies in mid-air to suspend them there. If you follow it up with a Gust, it does a much more powerful Gust attack. The Vortex Gust is needed in order to break some walls and doors in the game. There's one particular in-game item that you need to just use the Vortex for, it makes whistling noises that causes crystal obstructions to break.

5 - Cape. The last 'ability' you get. Not a Wind technique, it simply allows you to open your cape in mid-air. This basically replaces the 'air cushion' since it slows your fall, but you can't hold it forever. The big thing about it is that with the cape, you catch any breeze that's going by. So, you can Gust while you're falling with the cape open to travel along that straight line, or you can draw a path with a Slipstream in any direction and you will follow it for as long as the cape is open. This is the one that really expands the game world.

For the next one, I hope they don't revoke all your abilities at the beginning. I'd really like to see what moves they can add on top of these, as they were all fun to use throughout the game. Though it's really short, it's a recommendable buy from me. Apparently you can play it with 2 players as well.