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I am glad someone finally made something more interesting than the usual extremely linear levels that other soulslikes have
Do you think a dark middle ages era had GPS and maps ready to be used ?
You have problems to understand level design that's all.
Play simple games then.......one button push and you win, that's it.
Umbral is an interesting concept that was badly executed. Enemies in Umbral are repetitive, being in Umbral is a necessity most of the time, but the timer forces you to jump back into the real world constantly. (And it turns the loading screen every time)
You can't do the majority of interactions just with your lantern which is a miss.
I loved all 3 Dark Souls games level designs much more.
actually, making mazes that may need "extra help" and non-lineal designs is common in adventure games, rpgs, and even rts and oter strategic games.
it can be tricky to balance how easy to find are the clues left meant to guide players in the "right path", but is actually rare when in relatively closed areas that may lead to a block from missing them.
from what ive seen so far, imo, it isnt terrible but probably needs improvement, specially if devs forgot to explain a feature or skill needed to overcome an obstacle or solve a puzzle.
what i disliked from playing the free version (tutorial-demo), was no obv option to restart the game with all items (is easy to waste them when testing buttons), and that the character even if its able to jump short distances, is unable to climb small objects directly (to not be able to climb a bit, imo looks silly).
souls-like games, more often than not, usually have a very linear and obvious path, or easy to guess routes (at least thats often true in dark souls games).
so, its not necessarily "bad" or even "terrible level design" if it doesnt follow that approach. you can still be good at combat, and "choosing your fights", even when "more detailed" exploration may not be something you expect in a souls-like.
try sometime a classic for ps1 called "vagrant story" (not a souls-like, but an unusal arpg). the maps are not very large, but can still be confusing and sometimes you may miss a secret room or a key item needed to progress. "Getting lost" used to be normal and expected in rpg and "rpg-like" games.
maps in souls-like games are usually designed to not be very challenging themselves, for navigation, only somewhat lethal (accidental falls, trap rooms, unexpected enemy rooms).
cant judge the main game, but at least the tutorial area, is good enough. could be improved a bit, but imo is not "terrible"
I just want to fight the boss man not run in circle...