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Spiritfall
Description
Spiritfall combines tight Platform Fighter combat, smooth movement, and Roguelite mechanics into one! Trek across dangerous lands, string together deadly combos to fend off swarms of enemies, and harness an ever-changing set of powers through a randomly generated map.
The divine spirits offer pow...
Spiritfall combines tight Platform Fighter combat, smooth movement, and Roguelite mechanics into one! Trek across dangerous lands, string together deadly combos to fend off swarms of enemies, and harness an ever-changing set of powers through a randomly generated map.
The divine spirits offer powerful blessings that enhance your abilities in combat. Discover your favorite abilities, and experiment with different builds. With over 150 blessings to choose from, these gifts allow for a range of tactical approaches that encourage you to find synergies that fit your playstyle.
Death is but a temporary setback. Reawaken stronger than before at the Sanctum and continue your adventure. Use the resources you gathered to upgrade your skills, unlock unique powers, and awaken mighty weapons with unique movesets.
A heartfelt thank you to our Early Access community! Your feedback has been invaluable during Spiritfall's development, helping make the game what it is today. We invite you to keep shaping our world together. Connect with fellow players on Discord and get the latest news by joining our newsletter.
Succès obtenus le plus souvent
Sentinelle tenace
Traverse la périphérie sans encombre.
common
·
40.38%
Ça fonctionne ?
Essaie le mélange mystère de Yara.
common
·
53.85%
Mur des lamentations
Élimine 5 ennemis dans une même salle en utilisant une valse en coup final.
common
·
48.08%
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This plays like a combination of Hades and Dead Cells, with both sides of that coin realised flawlessly! The combos are snappy, precise and as complex as you want, with each weapon (out of 10) having a very unique move set.
At the same time it avoids the time investment requirements of the Hades games, not hiding content after "organic" events, but rather giving you a set of currencies to collect at your own pace to unlock all the buffs, upgrades and whatnot.
10/10 for me, will definitely keep coming back to this one!
Gentle Giant is a newcomer to the indie games realm, having debuted with Spiritfall, a platform fighting game created in the format of an action roguelike. Combat is quite Super Smash Bros (SSB)-informed, and feels like the Subspace Emissary or Multi-Man Smash expanded into a standalone game. You play as the Omenforged and throughout each run obtain blessings from the seven (or eight, shhhh) divine spirits (which act as the game's rng) with the goal to travel to "the brink" and unseal the gate by any means necessary. There's not much to the story, but it slowly unravels itself throughout the first five runs.
Combat is rather simple, here. Unlike many other "rng-crazy" action roguelikes, in Spiritfall the attacks you start with are largely what you end with, though you can unlock one special move during your run as an upgrade, as well as some new passive abilities. Most of the blessings in this game work towards improving your stats on attacks or applying elemental properties to them. These upgrades don't initially "feel" that big, even after much stacking. However, I'd argue that this is good game design for the context of Spiritfall because the player grows in power about as quickly as the enemies during an average run. This keeps the game simple to play but hard to master with the player maintaining deliberate control of the Omenforged; thus, much of the player's ability to win a run comes from their skill and prowess rather than a crazy spectacle of rng combos - isn't this the original purpose of a roguelike, anyway, to progress by skill rather than rng?
One point of criticism I have for the game is that the runs can lack diversity. There is only one boss per biome, and there are five biomes per run, which means you'll be encountering the same five bosses in the same order on each run. I think having alternating bosses per biome, like in Slay the Spire, would address some of this predictability. While the bosses are well-designed, sometimes they can feel like a bullet-hell with an overwhelming number of projectiles; this is a more major point of contention for me.
Spiritfall has difficulty modifiers that allow the player to make each run more challenging, and there are cosmetic unlockables in the form of masks, too, as well as a boss rush mode; however I feel like this isn't quite enough to maintain long-term replayability as the runs can feel a little played out due to the lack of diversity in the boss fights, as mentioned above. Personally, I would have really enjoyed a mode in which the Omegforged fights against a hidden rift (a random event in a normal run) in each combat room, but this doesn't seem to be on the devs' agenda.
Now where Spiritfall really excels is its art direction and presentation. The game utilizes a highly animated and vibrant cartoon graphics style that feels very mystical and divine, featuring mythological lore that doesn't go too deep. It's all about atmosphere rather than linear story-telling, and I think it looks amazing. The soundtrack is also great, featuring folky, cinematic soundscapes with a lightly surreal or even psychedelic timber to it. It really captures the setting well, and enhances the game's ambience.
The controls work perfectly - they're tight and intuitive, the Omenforge does exactly what I tell it to do, and I have not come across any bugs in my thirty or so hours playing the game, making the gameplay feel polished, satisfying, and refined. The game works well on both controller and keyboard (and mouse). The game's pacing is also great, with each run taking between twenty and fifty minutes.
Overall, Spiritfall is a masterfully presented action roguelike, informed by platform fighters like Super Smash Bros, with awesome visuals and sound design, refined controls and movement, and good pacing. However, I think the game suffers from run predictability, lack of a meaningful post-game, and too many projectiles in boss fights. Balance could also be improved a bit, with some upgrades feeling stronger than others (I did not elaborate on this above), but I do appreciate that this is a "skill-based" roguelike that doesn't rely on crazy rng combos to win; though I understand that some people seek out the latter in this genre.
I can recommend Spiritfall to fans of both platforms fighters and action roguelikes as an enjoyable experience.
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