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Mythforge - coldteagames

Final Score: 4/5 Stars

Starting with the itch.io page, I noticed that unfortunately the map used in the gameplay is a single asset; I don't see any modifications present, but I will reassess this issue during gameplay.

I would also like to mention that the newsletter page no longer exists.

I liked the fact that there is a well-made trailer, which already gives the game and the page a different look.

For some reason, when I opened the game, it started connecting to my Steam VR.

Upon entering the game, it's possible to see a menu that isn't as well-designed as expected in an Unreal Engine game. The background is a .png that doesn't even relate to the Lordenfel map. So it ends up looking like just a generic menu. CORRECTION: The background environment is not a png but an environment, which unfortunately isn't animated correctly enough to be perceptible, but when I went to create a new game, I could see that the water was moving. It remains generic and unrelated to the Lordenfel map.

The choice of font for the menu letters wasn't the best, as it looks like a mobile game.

The music is absurdly loud, which made me automatically jump to the options menu.

Upon entering it, I found that there's no way to decrease or increase the volume of any part of the game. And the only options available in this menu are the general graphics settings.

When opening the credits menu, it's possible to see some credited authors, but the creators of the game's artwork are not credited. Especially the creators of the Lordenfel asset, the main map where Mythforge takes place.

The loading menu isn't particularly noteworthy, but it's well done enough to be pleasant.

The transition after loading is interesting; I hope this is only a loading screen for the beginning.

The graphics are in line with Unreal Engine standards, but the art direction manages to play it right. The character model is polished and doesn't have overly shiny metallic textures, which prevents a wet look or excessive darkening.

The HUD is simple, with health and stamina sliders at the top and item slots below.

For some reason, the inventory is opened via the pause menu, which doesn't actually pause the game.

There is no controller compatibility whatsoever. This could be a negative point, considering that Souls-like games are usually optimized for controllers.

Unfortunately, key binds aren't located anywhere, so the player has to click and test them.

The character's basic movement is well done, with an idle pose that interacts with the camera and a very immersive motion-capture movement.

The physics of the cape and fabric in general are well done, not piercing the body and not being exaggerated. They interact normally with the wind.

The body turn during sprinting is very well done, almost reminiscent of motion matching.

The combos are basic, but the animations are polished.

Fortunately, the movement seems very responsive, featuring the standard Souls-like game mechanics: Sprint, Jump, Backstep, Roll.

The roll animation isn't as interesting as the others, but it's a good start since it works.

There may not be a tutorial on the game's Key Binds, but at least there is one at the rest area near the Portal. In it, we learn about leveling up and the possible interactions with the Portal.

The game has a basic climbing mechanic, which is explored from the beginning.

For some reason, a symbol appeared as if the sword had broken, and since then I haven't been able to equip it anymore.

BUG: WHEN ENTERING THE INVENTORY AND UNEQUIPPING THE ARMOR, IT'S POSSIBLE TO BECOME INVISIBLE AND TURN OFF THE CHARACTER MODEL.

I had to uninstall and reinstall the game to see if the sword bug would be resolved, because, as I said again, the key binds aren't located anywhere.

Returning to the game after reinstalling, thankfully the bug is gone.

Upon pressing H, I discovered that for some reason the game's key mapping is available in a menu where it's never explained where to click beforehand.

The combat with the first enemy gains a positive point thanks to the character's responsive movement. It's not exactly fluid combat, but it ends up working thanks to the movement.

Neither in the key mappings, nor anywhere else, is it explained how to use the flasks. So, just try not to take damage.

Back takedowns work. They're not really worth it, considering the low critical damage, but they work.

Heavy attacks DO NOT break the defense of shielded enemies. So the only way to attack them is through the window they attack from.

The use button is disabled in the inventory, so there's no way to equip the shield.

The level-up system is functional, but I feel it's too easy to gain souls.

Aside from the loud music in the menu, I really enjoyed the game's atmosphere, both visually and sonically.

The sword parry doesn't exactly have a reward other than negating the damage.

Considering the bug where my sword would randomly break again and the game wouldn't explain how to repair it, I decided to give up.

Overall, the visual and sound atmosphere of the game is very good, as are the basic mechanics of a Souls-like game, which are properly programmed.

I'm sad to know that this project was canceled, because in its prototype state, it was already a very viable game conceived by just two people.