Posted on: August 27, 2019

OneNamelessGamer
Verified ownerGames: 75 Reviews: 12
Don't touch enemies
I'll keep it brief and on point. The game is not bad at all. The level design is classic metroidvania. Wade through the areas you can access, unlock the path forward and shortcuts through already explored areas as you go, hit walls to reveal secrets. Nice and simple. Onto the combat. I am not too far into the game, but from what I've seen, getting hit is severely punished from the start. Attacks from all enemies, mobs and bosses alike, take between 25 and a 100% of the main character's HP. The damage can be avoided by either dodging or parrying. The parry mechanic is an interesting addition, however, with the telegraphed attacks varying in speed it isn't easy to time it. Also, the severe punishment in form of heavy damage further discourages practicing it. The dodging mechanic is pretty reliable, but very rarely, the MC still takes damage during dodges. And now to address the elephant in the room. Contact damage in a 2D environment is sometimes very difficult to avoid, and with it being just as high as attack damage, at times, the odds are stacked quite highly against the player. The few boss fights I've been through so far are not long at least, and that's the only fair point of the difficulty which borders on punishing. The boss fights boil down to memorizing the properties of the attacks and timing dodges into the opposite direction while also minding your spacing. Momodora - RutML handles this better. Yes, bosses still do high damage and have some devastating attacks, but at least the contact damage isn't as extreme as in Minoria, and the boss arenas are larger, allowing for much better spacing. Conclusion: The lack of space combined with punishing damage can really act as a detriment to the enjoyment. The efforts of the dev-team are most appreciated, and the game is still enjoyable, but there clearly is room for improvement. I hope I wasn't too harsh.
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