
Reaping souls of the dead and punching a clock might get monotonous but it's honest work for a Crow. The job gets lively when your assigned soul is stolen and you must track down a desperate thief to a realm untouched by death - where creatures grow far past their expiry.
Most likely between $5.1M and $14.4M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $19.99 | 93% | approximately $8.5M |
| PlayStation | $19.99 | 90% | — |
| Xbox | $19.99 | 90% | — |
| GOG | $4.99 | 90% | — |
| Epic | $19.99 | 94% |
Reviews
Themes across 1087 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
| Nintendo | $19.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
Somehow it reminds me of Bloodborne, mixed with Zelda.
BALA MT BOM
Que grande la muerte
Lovely game. Great music, nice artwork, good enough combat, and lots of (kind of easy) puzzles.
小而美
Bonitinho
A hard, but great game
评价:食之无味弃之也不是很可惜。 能够看得上也就美术和音乐,且这两个部分也没有什么突出点,整体给人的感觉就像纪念碑谷的乌鸦精细化了一样。音乐也没有很突出。塑造上,门扉守护者是给我很大惊喜的。整体压迫感和技能设计都不错。但其他的一般。 战斗上,难度不低,特别是多轮战,角色挥刀的后摇不管哪一种武器都很大,翻滚这个技能实际运用也很卡手。整体上的感觉就是创作者想要增加难度,但为了实现这一点阉割了玩家的体验。属于是自损八百的行为。 在就是加技能点,通过猎杀怪物获得技能点数,这个设计也很烂,根本不会给玩家动力去主动猎杀怪物,除非是因为卡关一直死。这个主要的原因就是地图设计的平庸导致的,除了汤盅关卡的设计还不错,其他的关卡设计充满同质性和重复性。 最后,也是这个游戏最大的缺陷:小地图设计和剧情引导。高重复度的地形设计,错综复杂/难以走回头路的路线,缺乏引导的剧情,让这个游戏的跑图体验极差。经常推进着就开始迷路,打完boss也不知道下一步该怎么走。
Adorei a vibe desse jogo. É melancólico e reflexivo, porém com momentos bem humorados. O combate é fluido e desafiador, mas sem ser injusto.
[h1]Death's Door[/h1] ☑ Loved it ☐ Liked it ☐ Not for me [b]Weighted rating[/b] out of 5 [h3]4.11[/h3] [h2]Summary[/h2] [b]Death's Door[/b] is a isometric action-adventure blending tight combat with dungeon puzzles. [b]Best for:[/b] Fans of classic Zelda dungeon-crawling and Souls-like combat who want a gentler, more compact experience. Players who appreciate memorable boss fights. [b]Skip if:[/b] You dislike backtracking. [h1]Review[/h1] First of all, I love the [i]feel[/i] of this game. It is part chill puzzle to progress through areas, part tight action with expectations to keep an eye on multiple things at once. This makes the progression feel great, and the pacing to stand out. The enemies have this "[i]charge/wind-up[/i]" visual effects to indicate what they're about to do, helping set up an intuition for what's about to happen. Challenge is added through a busier screen, not more complicated mechanics. And the mechanics themselves are introduced in steps, to later be merged into the same fight. Even when I died, I often felt "Yeah, fair, so that's how it works. I can beat this." Like mentioned, the pacing is strong. There are some hiccups but I think those just enhanced the balanced between intenser and calmer moment. [spoiler]I'm thinking especially about the Betty encounter, where I [i]really[/i] appreciated the switch over to something more calm and exploratory after the fight.[/spoiler] Loved the art. Loved the way the weapons felt, and looked. Loved the variety of the tools available. The design of the boss fights is particularly enjoyable. [spoiler]Not looking at you Betty.[/spoiler] Character design in the game is second to none. I appreciated the aim assist: can't imagine I'm as good at aiming as they made it feel. There also seems to be a sort of throttle to how much damage you take in the same moment. If you get hit by multiple things in a short time window, only one health seems to be deducted. All in all, many Ws. But also a few Ls. Specifically two things: when I died (and I died a lot) I had to rerun parts of the chapter. [spoiler]And the gauntlet section of the final boss... Tedious.[/spoiler] At times, the respawn points can be more than a minute away from where you died, and now I had to run for a good minute whilst dodging respawned enemies. There's an argument to be made here about punishing deaths, but it came across as disruptive and discouraging. The second L is the soundtrack. All the foundations are there. But it's repetitive. And doesn't add to the immersion. I did buy the soundtrack. It's just, in the game they really felt annoying hearing the same loop over and over. [h1]Grading[/h1] [h3]Game Design & Game Play[/h3] [b]Core Game Loop[/b] ☑ Magnetic ☐ Engaging ☐ Solid ☐ Repetitive ☐ Tedious [b]Arc & Pacing[/b] ☐ Impeccable ☑ Well-judged ☐ Functional ☐ Uneven ☐ Ruinous [b]Narrative & Thematic Coherence[/b] ☑ Masterful ☐ Compelling ☐ Serviceable ☐ Weak ☐ Incoherent [b]Systems Breadth[/b] ☐ Vast ☑ Broad ☐ Adequate ☐ Sparse ☐ One-dimensional [b]Systems Depth[/b] ☐ Emergent ☑ Deep ☐ Qualified ☐ Exhaustible ☐ One-dimensional [h3]Sensory & Aesthetics[/h3] [b]Art[/b] ☑ Breathtaking ☐ Beautiful ☐ Good ☐ Fair ☐ Poor [b]Sound Design[/b] ☐ Seamless ☑ Immersive ☐ Fitting ☐ Muddy ☐ Grating [b]Soundtrack[/b] ☐ Transcendent ☐ Memorable ☐Pleasant ☐ Forgettable ☑ Annoying [b]Controls & Interactions[/b] ☐ Intuitive ☑ Attentive ☐ Adequate ☐ Frustrating ☐ Unplayable [h3]Longevity & Value[/h3] [b]Longevity[/b] ☐ Enduring ☐ Substantial ☑ Adequate ☐ Meager ☐ Ephemeral [b]Replayability Structures[/b] ☐ Bottomless ☐ Plentiful ☐ Adequate ☑ Low ☐ None [b]Value Density[/b] (picked up for [b]3,31€[/b] @ -75% off) ☑ Exceptional ☐ Strong ☐ Proportional ☐ Vague ☐ Predatory