Record of Lodoss War-Deedlit in Wonder Labyrinth-

Record of Lodoss War-Deedlit in Wonder Labyrinth-

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Fyrebrand Apr 1, 2021 @ 9:11pm
Credit Where Credit is Due
A number of people are complaining about various aspects of the game, like "It's too easy" or "It is a rip-off of SOTN." Some of it is fair, some not so much. But I wanted to take a moment to give props to the devs for some of the original things they put into this game that deserve appreciation.

The dual-element system is a cool feature that adds an extra layer of complexity to the usual jump-and-slash formula. In some rooms you have a mummy that does a wind attack but has to be hit with fire, and a dragon that does a fire attack but has to be hit with wind. It can create a unique mess to deal with that most games of this style never approach. The bosses really make great use of this system, and even if a few moments go overboard with the Ikaruga-like "bullet hell" nonsense, it makes for a fun mental challenge on top of the regular action.

On that note, the yoyo-like shift in power you get while managing each side of the equation really adds some tension to the game. The more enemies you defeat, the more your power grows -- but if you get hit, you lose a ton of progress. When you get that deep "LEVEL THREE" voice, it's INCREDIBLY satisfying. It feels like getting whip upgrades in the classic-style Castlevania games. Any power level you gain, you have to perpetually defend and earn, as it can be taken away in a heartbeat.

At first, I only ever used the bow for those gear puzzles, but it's actually a really great weapon when enemies are at weird angles or you just don't want to get close.

I like the dice motif you used in the stage introductions and enemy strength/weakness indicators. It hearkens back to the Dungeons & Dragons influence that inspired Record of Lodoss War in the first place.

Seeing the enemy health bars and elemental affinities in real time is a nice touch. I don't know why Castlevania habitually avoids doing this. Like, if you show us damage numbers, you might as well inform us of the reason behind the numbers!

Everybody calls out those after-image trails behind Deedlit's sprite, saying you stole it from Alucard. Well, not really. They behave quite differently. I actually prefer Deedlit's trails, the way they only show a few staggered frames and don't cling to her body smoothly. They change colour depending on the current element. I really like when you back-dash and there is a solid image of Deedlit where you previously were for a brief instant, like there is some kind of illusory elf magic going into it. It feels like casting "Misty Step" in D&D, a bit. Overall, it really lends to the "weird, tricky elf" vibe that her enemies must feel they are dealing with.

Finally, just a little bit about the map interface: I love that the map, weapon selection, and system menu are all on one screen. And each "stage" is colour-coded and distinct. Absolutely lovely, and so convenient. A+.

I'm not saying the game is perfect, but I do think you deserve to hear some praise amongst the incessant grumblings. While Deedlit in Wonder Labyrinth has some rather obvious inspirations and formulae going into it, it has also carved out its own place in the metroidvania sub-genre that sets it apart. I just want you to know, you made a good game.
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Showing 1-2 of 2 comments
Jazman2k Apr 2, 2021 @ 9:12am 
Metroidvania Sub-Genre is pointless these days since almost every 2D platformer is put under that term. Deedlit is more Igavania than Metroidvania. I personally hate both terms. Game is like "castlevania: SoTN". That's that. Some reviewers actually put 3D action games under metroidvania term - which is odd.

But I am not here to argue about that.

This is excellent game, one of my favourite Castlevania SoTN- Style games. But it sure has some flaws in it. Mostly the biggest flaws are in difficulty and map design. But I did like the game and would have liked it to last longer. I felt that the game ended before it even got chance to start.
JustACorpse Apr 3, 2021 @ 2:32am 
From a fundamentals standpoint, there is a bit different. Deedlit can attack at more angles with melee weapons and with the bow. The element system on Deedlit's end gives a nice bonus to damage as well as defenses. The main thing that takes a bit too much is Deedlit's walk cycle and that is one animation. All of Deedlit's other animations have more than enough spin on them to be something entirely separate. There are no fighting game inputs, the only weapon I can think of with effects larger than elemental damage are multi shot bows and homing bows, and the difficulty curve is much steeper.

It does take some, but you would think people would be less stupid about this given that Bloodstained came out a couple of years ago and takes a lot more from SotN (by design). Mind you, I think the game is easy. You can do challenge runs and those will be a problem, but if you use the tools available to you, it gets really easy.
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