Souls Like Adventure - trebla012
Final Score: 1/5 Stars
The Itch.io page isn't very well-designed, with a minimal description and only photos, without any gameplay information provided.
Upon starting, there's an active menu with a pleasant and atmospheric environment. Unfortunately, the background thunder sound is too loud, and there are no settings buttons, either for graphics or sound. The chosen font (Cinzel Decorative and Cinzel Decorative Bold) isn't the best to use, as it gives the menu a PowerPoint look.
The menu also has three active buttons:
- Start Game
- Credits
- Quit
Unfortunately, in the credits, besides being in Spanish, only the original programmer is credited. The creators of the game's visual assets are not credited, which, even if permitted by the creators themselves, is unethical considering that someone else did the work.
As soon as we start the game, it's noticeable that it's far too dark. Or at least the spawn area is. It's not even possible to properly see the character we're using.
The HUD clashes with the game's dark atmosphere, mainly due to the high saturation of the health and stamina bars.
The loud thunderclap remains, again, and cannot be lowered at any point.
The rain is realistic, and in addition to the raindrops on the ground, it's sometimes possible to see the lightning flashing close to us. This makes the environment more solid and atmospherically positive.
The combat animations are good, with an animated trail and appropriate sounds.
There is no tutorial or area where the game's keybinds are displayed, which means I have to guess all the keys.
The first area is so dark that it's not even possible to see the enemy.
BUG: EVEN AFTER DEAD, THE ENEMY CONTINUES TO DRAIN THE PLAYER'S HEALTH UNTIL IT DISAPPEARS.
The enemy has no feedback, either auditory or visual, about the hits to the player. That is, the player only knows they took a hit by the health bar, and it's impossible to know either the enemy's health status or if the hit actually landed.
The game lacks any controller compatibility, which is a drawback.
The key needed for healing is never displayed.
Combat could be smoother with more visual and auditory feedback, as well as a less dark environment. Aside from that, the combat appears responsive.
Even though the character has a shield, it's impossible to use it, just as it's impossible to play defensively.
The roll animation cancels too early, looking janky at best.
There are collision bugs with large objects, allowing you to pass through some statues.
Aside from the overly dark environment, the map is well-constructed, and I sincerely hope it's not an asset. The art direction is quite solid.
The movement animations aren't properly adapted to the player's sword, as it always passes through the player's face when running.
Lock-On is functional and activates directional movement.
BUG: WHEN LOCKING ON AND ROLLING SIDEWAYS, THE PLAYER INVOLUNTARILY ROLLS FORWARD.
BUG: IF THE PLAYER TRIES TO DRINK A POTION WHILE WALKING, THEY GET STUCK IN THE SAME PLACE FOREVER.
I had to restart the game.
The boss is definitely easier than the rest of the enemies. First, considering their low health, and second, considering their size.
Because the boss is too tall, they need to be very close to the player to actually attack, and when they do, it's very easy to dodge their attacks because they are slow.
In general, Souls-Like Adventure, despite having good art direction, is a game that fails a lot in its mechanics. Something that should be essential. Being beautiful isn't enough for a game to be good. Above any artistic direction comes the actual programming and mechanics that define a good gameplay loop and good replayability. Which is not the case, as this game is still far from being a Souls-like.
I intend to follow this work and ask questions, and if it is ever updated, I would love to play it again and reassess it.