
In this dank pit of rot and undeath, take control of The Mortali, the newest member of ragtag-group THE DARK DWELLERS. Fight and crawl your way through this subterranean land, collect unique weapons, learn devastating Blood Magic spells and attempt to end The Maddening Curse.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Ehhhhhh, a very light recommendation, if you know what you're getting into. In a nutshell, this has rather weak gameplay with some good ideas, but the presentation is good enough to keep one interested. This is not a Metroidvania. There's a couple "abilities" needed for progress, but one is gotten before you need to use it, and the other one is guaranteed to be with you before the only area where it's needed. I guess getting the latter early might have made a couple sections slightly easier, but not to a degree it'd have made a difference. Instead, it's an almost entirely linear dungeon crawler, with one area that gets revisited a few times and one choice of order later down the line. Oh, and I guess some of the early areas do offer minor forking paths, these barely show up in the bulk of the game. Similarly, any expectation of it being a Soulslike should be abandoned beyond the combat focusing on stamina and iframe-dodging. It's not an RPG, with your stats staying basically the same. You lose 25% of your currency upon death with no way to regain it, but honestly that's not a big deal as there's only two vendors in the entire game: one which grants you the consumable cure for a small total HP penalty upon the first death (which you likely won't use as this also gives you a melee damage buff) while "normal" and another which sells extra spells, which aren't of much use as they're cast from your HP and have minuscule benefits. There's essentially no rewards for exploration: sometimes the checkpoints (literal bonfires for the most of the game) are slightly out of the way and you can find extra healing vials (okay, I guess that's another Soulsl inspired element), but there's no extra items or even lore as a reward. The checkpoints are often spaced out to a degree where you'll have to repeat sections quite a bit until you git gud enough to advance, but it does become a drag. There are some "ideal strategies" for certain rooms and you feel good when you nail them, but they are never so clever you feel like you solved a puzzle, as it happened in the excellent Metroidvania [b]REDO![/b]. You do get a tiny amount of weapons from beating bosses and they do seem to play differently, but honestly I stuck to the "big cleaver" you get after the first boss for most of the game and am doing the final dungeon with the weapon which gets basically forced on you due to its extra attack being needed. Bosses are an interesting bunch. Due to the combat's low complexity none of them fully shine, but you do get the idea that they were well designed even if they could still use a tweak or two to get the balance perfect. There's a kinda-annoying puzzle boss, but right after beating him I realised one thing I could have done differently that would likely have renders him significantly easier. So why, despite all of these complaints, do I think it doesn't go in the trash pile? Well, because the developer put care into making the story feel engrossing. While the general lore is at its core a fairly standard modern dark fantasy Metroidvania/Soulslike affair, the actual events feel meaningful enough in your little universe, centered on one camp. Now, hubs aren't a new thing in these exploration genres, but the small cast feels great: both your allies and the foes. It's slightly unfortunate the "fully voiced cast" [i]maybe[/i] made this cast not as large and/or interactive as they could have been (it doesn't seem that there's any "flavour only" conversations), but there's definitely personality to each. This is why I didn't put the game down even after several sections felt annoying.
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Hours played at review time, across 35 reviews with recorded playtime.
Nice and competent 2d souls like. Really short but nice weapon and enemy variety
Can't get over the controls. Why is keyboard binding allowed but those who play with a controller are forced to use this HORRIBLE layout? I shouldn't have to download a third-party app to bind my controls.... this is the 2020's, you should be able to change your buttons in the game. Cmon!
A short but very atmospheric platformer in the spirit of the dark Dark Souls. There are only 4 weapons, 6 bosses, and 5 skills to learn. But it's fun to play. This is not a dynamic rush; to win, you need to be very careful and check every move. Pleasant pixel graphics. There are criminally few levels; I want more :)
Hidden gem. Short but sweet souls-like 2d dungeon exploration game. Good story, interesting characters, solid progression. If you like games like Moonscars, Death's Gambit, Salt & Sanctuary, etc. you'll like this. I picked this up and spent a Saturday playing it, do not regret. 7.5/10 due to short length
This is not a good game. The controls are odd and unresponsive at times, the game also forces your character to move forward on every melee swing leading to you missing far too many attacks which would otherwise have hit. The levels are almost exclusively linear corridors broken up with instant kill pits and annoying traps, with no side paths or exploration save for bonfires in lone rooms. The bosses and probably all normal mobs are either extremely basic or just straight annoying to fight. The unresponsive controls combined with the placement of the more annoying ranged enemies and the level design leads to a lot of seemingly unavoidable damage. Where the only way to avoid it would be to dodge but if you dodged you would roll off the platform, probably into an instant death pit or trap, so your only option is to tank the damage. The special blood magic abilities are all are completely useless except the basic ranged attack which the game forces you to use to progress in set areas. I genuinely don't get the thought process behind special moves which cost health to use in a game like this where health is your most valuable resource due to the extremely limited healing options. 4/10, The Dark Dwellers is an annoying and frustrating experience, not a fun one. There are much better 2d Souls-like games out there and i'd only tentatively recommend this to someone who's already played the alternatives and is still desperate to get that itch scratched.
Still only in the early game but it's a 2D Souls-like (platforming) game with jumps of faith and instant death-pits THAT DOESNT GIVE YOU A LOOK DOWN OPTION and that already leaves a bad tast. Will update when completed or whenever I decide I've had my share. Edit 08.05.2023: Okay, finished after around 6 hours. Honestly, I would still want to go with a negative review, though some parts are really solid and this is seems to be a one person project. So congrats, you got a thumbs up from me. I really liked the voice-acting in this one. Every character has it's own personality (although sometimes a shared speaker). Really good, even if the Player Character is your usual Link: no voice at all. The retro graphics sometimes work great, sometimes not all. Discerning traps like tripwires or some obscure stepstone, especially with wonky hitboxes was quite tiresome. And everything is so freaking dark, you mostly move forward inch by inch. Story and Lore are somewhat fleshed out, it's the usual "lets write some lines to each item" DarkSouls-lore. UI and equipment are super clunky, it isnt necessarily clear what weapon/spell you have selected unless you attack/cast with it. This game has one of these "your HP is your MP for magic"-systems, which, in combination with NO possibility to regain HP aside from drinking limited Estus-Flasks or resting at a bonfire kinda makes you not wanna use magic at all. Pity that, since that could have enriched gameplay/combat. I think the Dev tried to counter this with plenty checkpoints but I'd recommend you ignore those spells and just try to get through the jump'n'run/gauntlet-passages to each boss. Dying once gives you a reduced healthpool, but further deaths just make you lose ingame currency, so ignore the health penalty and just make it to the boss-bonfires and then restore your full health. There is no backtracking in this game, you dont unlock anything with new abilities in once visited passages (a miss in my opinion). There are 2-3 unique enemy types for each region, but mostly you get the same attack patterns, especially with the ranged enemies. Replayability is non-existent, once you fought the final boss you've seen everything. For 10 Euros I think I got my money's worth, but boy, were some of these 6 hours spent with annoying "haha, you cant move on ladders, here is a ranged attack" or other enemies where you just have to take a hit to make progress. And dont get me started on the instant-kill deathpits/traps.
Le jeu a du potentiel mais trop basique, pas de carte, on ne voit rien, pas d'options graphique, etc.
礼貌性好评. 以暗黑造成的可视范围有限来增加难度, 并不是魂, 而是背板. 我在比对暗黑献祭, 可能有些刻薄了. 如果你在找一款魂like游戏填补空缺, 可以试试.
68 y.o. fustrating for me, after getting death trapped too many times back to the last saving campfire too far back, so I stopped playing for now. But it's true that I'm old and slow and I really liked the game, so I recommend it. Going to play again but using cheat engine's speedhack slider to slow the difficult (for me) parts.
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