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Difficult but fair
I-frame roll
Parry
Stamina
Vulnerable while healing
Collect souls to level
Lose souls on death
No map
Plenty of "does not open from this side" doors
Making progress by creating shortcuts to previous bonfires
Illusory walls
New Game +
Iron Pinapple's stamp of approval
The term "souls-like" has definitely been butchered shamelessly and it's subjective, but IMO games don't have to be a carbon copy to qualify. (Sekiro by Fromsoft itself is a major derivation, but certainly counts) I love Nobeta's uniqueness in the genre, but it definitely has enough shared characteristics to qualify, again IMO.
I guess the real question is... "What makes a game souls-like?"
id never say
that dark souls difficulty is "fair"
it isn't. Dark Souls level design, most prominent in dark souls 2, is a one trick pony surprise rape meant to screw player over and you literally dunno where to go and you will fail that npc quest chains unless you check wikipedia.
Remember surprise pit fall to death right behind door? Remember all these times hidden mobs gang up on you but you won't see them until it's too late? Remember 5 ballista aiming at you right behind the door? Remember surprise rape boulders? Remember Patches the Hyena haha fall down? Remember Bed of Chaos boss fight? What about setting fires to windmills in harvest valley to remove poison pool from boss, noooo way to know it unless you read it on wiki lmao.
Not to mention all these times the game goes out of its way to trick you to fall to death by making it feel like you can reach, you can almost reach or placing paths in such a way you think you are supposed to make a jump or drop down there.