1 person found this review helpful
Recommended
0.0 hrs last two weeks / 18.7 hrs on record (5.6 hrs at review time)
Posted: Jan 8 @ 1:07am
Updated: Jan 8 @ 1:09am

This one is more of a hesitant yes and is a game that really makes me wish that Steam had less of a binary Yes or No system for providing feedback for future players. For the sake of expediency and readability, I'll just break this up into Pros and Cons.

PROS:
- A literal modern toaster with smart features could run this game. If you're gaming on a woefully outdated computer, you're good

- Atmosphere is downright creepy at times. The whole game is surprisingly unsettling for a game with old school indie graphics.

- Wide variety of weapons and spells.

- Most puzzles needed for actual progression are straightforward and make a lot of sense. You will often make use of a spell you get early on for small puzzles or activating little hidden "switches" or triggers in the game.

- Combat is easy to approach

- Soundtrack is ambient but adds much to the atmosphere of the game

- The game actually makes type resistances and element damage matter; some enemies can only be damaged by certain types of attacks

- It's fun to find lots of different weapons and spells for a sense of progression

- Fast Travel is a nice feature given how much backtracking there can be to pick up some items


CONS:
- Combat is extremely simplistic. This is in line with the games this game is based off of, but there's not a whole lot of depth throughout the game. You sort of just stack as much Speed as possible from the beginning and then just kite everything. Blocking is usually (not always) unnecessary and not helpful, though there are a FEW enemies which can charge fast enough to warrant blocking. Even so, you're better off killing things ASAP. Offense >>>>>> Defense in this game.

- Bad Stat Balance. Speaking of Defense, DEF is a terrible stat in this game. You get health from Strength, and Damage from Strength. Defense gives you twice as much health as Strength, but that's it. You realize almost immediately what a bad deal this is. Same with RES (Resistance), which only decreases the duration of Status Effects. This is OK. if not a little underwhelming...but considering enemies apply status effects to you by hitting you with attacks, you just solve everything with Speed. The first boss in the game struggled to hit me at all because of backpedaling with high Speed and just death by a thousand cuts for him. Especially early on the game just encourages you to mindlessly dump stats into Strength and Speed so you can Unga Bunga your way through most anything. As you start getting more useful spells and mana upgrades, you can start making use of magic, but it's still more of just an OK thing. You're forced to stock up on mana potions and/or use (I only found 1 weapon like this 5 hours into the game) weapons that can restore mana on non-resisted hits in order to make spells not suck.

- Story. It's 5 hours into the game. There is no significant story. The intro is intriguing, and some of the dialogue and implications from the NPCs in the hub are mildly interesting, but it goes no further than that so far.

- Navigation. Oh my God, navigation. Bless those people who painstakingly charted out maps like the old days of GameFAQs, because navigation in this game is downright painful if you're not drawing your own map or viewing someone else's when catacombs look so similar. There are some items you can find in the tombs that will help you leave markers for yourself, but that's about it. For some really old school gamers, this might be a pro and not a con.

- Only Vampire is significantly different from the other selectable classes. This is FINE, but really really weird that just one class gets significant differences when everyone else is more like a Dark Souls class choice.

- The Weapon system is extremely weird and not really in a great way. There's a shield....but why bother when it doesn't really do anything and has to be equipped on its own to bash things. Other than elemental damage on some weapons, pretty much every weapon feels about the same. An Axe feels like a Club which feels like a Sword which feels like a Spear. A Wand feels like a Bow. And so on. There are a few unique weapons which do shake things up a bit (like regaining mana on hit), but for the most part, things feel basically the same in terms of function. You can upgrade some weapons but not others. This is very arbitrary even though the UI conveys which weapons can be upgraded pretty well. You also have to take your upgradeable weapons to a single location in the hub to upgrade them when they hit max weapon XP.

- Some bonus "puzzles" for loot involve you having to psychically know that a certain spell type can open gates. Unlike a different spell type you get for puzzles earlier in the game, there's not a great indicator that these gates can be opened like this.

- You can't pause the game at all. Ever.

VERDICT:
The game is alright. It runs well, sound and atmosphere are on point, and it has a few modern convenience features like fast travel. It's a game that also makes elemental types matter, which is pretty rare. That said, combat is not particularly deep, stats are severely imbalanced, and weapons feel samey. If I could give a handwavey "ehhhhh" instead of a Thumbs Up or Thumbs Down, I would. You can tell that the dev put good time into the game, but it just feels "fine" in its current state.
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