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(1 edit)

Whispers of Gods - pyrewake-studios

Final Score: 5/5 Stars

Aside from the fact that there are AI-generated images on the Itch.io page, I really liked the presentation of this page. Besides the darker theme, it has a well-developed description, as well as a trailer where you can see both the game's environment and some gameplay mechanics.

In addition to the basic mechanics of a Souls-like game, Whispers of Gods promises a different mechanic based on the character's sanity.

The first time I opened the game, it crashed even before I could see the main menu. I'll try again.

This time it was possible to open without crashing. I liked the fact that the common Unity splash screen wasn't present, but rather a splash screen specific to the studio.

The menu is polished, with all the necessary options, and especially the settings option.

The background music is unfortunately very loud; it's still pleasant, but too loud.

Fortunately, this is something that can be changed in the Settings. Something that isn't possible in many indie games. There are also simple graphics settings, which already shows a concern on the part of the developers to ensure the game works on different machines.

The game appears to have basic controller compatibility so far, even though it's not possible to use it in the menu. CORRECTION: It works in the menu.

Upon entering, you'll see simple graphics, but with a well-crafted atmosphere. The art direction leans towards low-poly graphics, yet it still retains its own unique beauty.

The movement animations are simple but responsive, with few apparent bugs.

It's possible to change settings within the game itself, which is a major plus.

The tutorial on the game's key binds is done using lanterns on the ground, similar to classic Dark Souls games.

The key bind visual inputs change depending on whether you're using the keyboard or a controller, showing the developer's concern for compatibility and functionality, and attention to detail.

The combat animations are fluid and responsive, with different types of attacks, whether combos, heavy attacks, or charged attacks.

It's possible to perform a parry animation with the sword, which proves the presence of this mechanic within the game.

Something I wasn't expecting was the voice acting for the NPCs during dialogues; it's a detail I honestly didn't anticipate and it won me over.

It's noticeable that, compared to certain indie games that create a story but don't incorporate it into the gameplay, here it's the opposite. The story is included in the gameplay, thus bringing harmony between the game's narrative and the actual programming.

The animation of the interaction with the Street Lamp is fluid.

The game's HUD has an anchoring issue on the equipment displays in the lower right corner. At least on my monitor, it's a little noticeable.

The game has a Save Game system, which shows that the "New Game" and "Continue" options aren't there for nothing.

Lock-On works correctly, and the combat is fluid and responsive enough. Lock-On allows the character to move in all directions without taking their eyes off the enemy.

Parry and Roll work correctly.

The sanity system started working as soon as I killed the first enemy, making it possible to see some hallucinations and whispers. But I think the sanity system is initially too invasive, breaking some of the suspense or terror possible. In my view, this becomes a negative point.

I think this is intentional, since soon after, we are taught the sanity mechanic, whether it's the issue of light or walls blocked by insanity.

I feel that certain enemies have larger combat repertoires when our insanity is at its highest.

The pistol was a good addition to the game, although I think that because there isn't really a proper ammunition system, it makes piecemeal combat too easy. But as the wise men would say: After gunpowder was invented, people stopped fighting with swords.

I liked the adaptation of the pistol parry; instead of reflecting melee attacks, it reflects ranged attacks.

One problem I noticed was that many sounds and music are taken from From Software games, which could become a copyright issue.

Compared to the other voice acting in the game, I didn't like Nyar's voice because, besides not matching the character, I feel it lacks personality.

I noticed that when I'm using the pistol, Nyar tends to seek melee combat, and when I'm using the sword, Nyar seeks more ranged combat. At least it gives the impression that the opposite of the weapon type becomes more common.

Nyar was a challenging boss, but only until you memorize his patterns. After 3 or 4 kills, it becomes easy to memorize his patterns.

I'm disappointed that the gameplay is still limited, because I was extremely satisfied and entertained by the gameplay.

Two bosses, three enemy types. Honestly, I see Whispers of Gods as a game that's both streamable and marketable.

I'm usually very strict with my reviews, and I don't usually hold back when I see a bug or a poorly implemented feature; just look at my reviews. But honestly, I don't even have anything to criticize. The biggest flaw is the copyrighted sounds, because apart from that, I was extremely satisfied with the game and its gameplay.

Should you play this?: Yes.

(1 edit)

Thank you so much for the detailed review and for taking the time to play Whispers of Gods!

We’re really glad you enjoyed the atmosphere, combat, story integration, and sanity mechanics. Your feedback is extremely valuable to us, especially regarding the audio levels, HUD anchoring, sanity pacing, Nyar’s voice, and the copyrighted sound concerns.

We’ll keep improving the game and polishing these areas as development continues. Thanks again for the support and for such an encouraging review!

I make reviewing Souls-like games a recurring task here on the platform!

I'll keep an eye out for future updates, and as soon as it's released, I'll replay it.