Info about Unsouled:

Official game description:
  
**\- Fast-paced, stylish combat**  
Enemies in Unsouled react to every move you make. Keep your guard up at all times as the slightest mistake will be met with relentless enemy attacks.  
**\- Expert controls and timing**  
Execute various skill combos and counterattacks for maximum damage. Use the “Abyss” system to get a closer look at the game’s unique mechanics. Players may be tempted to turn down the difficulty settings, but mastering true combat requires practice.  
**\- Chained attacks**  
Each skill combo in Unsouled have their own unique triggers. Whenever using a skill, your character flashes for a brief second. Use this opportunity to turn your initial strike into a deadly series of blows by performing one skill after another. Learning each skill’s wind-down pattern is crucial to mastering chain attacks.  
**\- Counterattacks**  
Combos aren’t the only tool under your belt. The counterattack mechanics stay true to the high-risk, high-reward principle, allowing you to decimate multiple targets in one seamless attack when done correctly. Mastering the chain-counterattacks is key to turning the tide on your assailants.  
**\- Interactive objects**  
Slamming an enemy against a wall, pushing them off the ledge, cutting a tree down to crush them, or even bringing down a large object to create a makeshift bridge are but a few of many ways to overcome various obstacles and threats in the game.  
**\- Passive and Active Souls**  
You may come across special Souls as you fight and explore. Passive Souls take effect immediately after being obtained, enhancing abilities, unlocking new skills, or upgrading existing ones. Active Souls are manually activated through button interaction which can unlock skills normally reserved for bosses, and are used for combos as well as escaping from enemies.  
**\- Beautiful pixel art**  
"Travel across five distinct locations each filled with unique retro style visuals with enemies that are spooky and fun.  
Each individual pixel is affected by real-time lighting, meaning, you can enjoy the rich, vibrant pixel graphics in all its glory!"

Release date: Apr 28, 2022

Categories: Action RPG, Hack and Slash, Soulslike Combat, Top-Down Perspective, Pixel Art Style, Combo-based Combat, Parry-based Combat, Metroidvania


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $9.99 - $14.99
  - Reasoning: Most reviews treat the game as short or replay-dependent relative to its $19.99 tag and explicitly advise buying on sale, with one directly saying it is not worth $20. A minority says it is worth full price, which keeps the fair range below the current price but above a deep-bargain level. The overall sentiment suggests a fair base-game price of roughly $10-$15.
- Playtime Metrics:
  - Game completion: 4.0h
  - Story completion: 4.0h
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The direct completion reports put a single run at roughly 3-5 hours: one player says it took 4 hours to finish, another says the first playthrough was about 4 hours, and another estimates 3-4 hours on normal difficulty. A separate main-story report gives about 5 hours to the ending. Because the reviews do not clearly separate general game completion from story-only completion, I use a representative estimate of 4 hours for both gameCompletion and storyCompletion. There are no explicit session-length quotes, and endgame/replay content is mentioned without hour values, so sessionLength and endgame remain null.
- Time-to-fun:
  - Summary: The game most commonly becomes fun only after players get past a frontloaded tutorial and learning-curve phase, with several reports saying it clicks after a few stages or after pushing through the tutorials. A minority never reach that point because the combat and pacing feel bad.
  - Stance: Clicks after
  - Anchor: After a few stages, when everything starts clicking
  - Time to anchor: N/A
  - Friction: Frontloaded tutorials and repeated tutorial interruptions; Too much complexity and too many combat mechanics at the start; Steep learning curve and high demand for player mastery; Clunky, unprecise combat and unfair bosses; Pacing problems and design clash; Text display issues in the combo tutorial
  - Unlock drivers: Getting past the long tutorial sequence; The learning curve clicking after a few stages; Using the restart option to level up when stuck; Progression through passive souls, skills, and upgrades
  - Conditions: After the player gets past the many tutorials; After a few stages; Once the learning curve clicks; If the player engages thoughtfully with the systems instead of relying on brute force; If the player uses restart to return to the last save and level up; During progression with passive souls, skills, and upgrades
- Player Archetypes:
  - Hardcore Action Combat Veteran (buy)
    - Motivation: Mastering difficult bosses and expressing skill through tight parries and combos.
    - Playstyle: Seeks tough bosses, practices patterns, experiments with combo routes, and plays on higher difficulty.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Onimusha: Dawn of Dreams; DMC; Sekiro; Hades; Dark Souls
  - Accessibility-Seeking Time-Poor Player (buy)
    - Motivation: Enjoying fast action combat without needing to grind or become a hardcore expert.
    - Playstyle: Uses difficulty and accessibility options, chooses standard mode, and avoids overly punishing progression.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Indie Art and Story Appreciator (buy)
    - Motivation: Experiencing the pixel-art atmosphere and narrative.
    - Playstyle: Explores the story and visual style, comparing the game to similar indie action titles.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: not a fan of pixel art
    - Reference games: Hyper Light Drifter
  - Budget-Conscious Short-Game Buyer (deep sale)
    - Motivation: Getting a short, fast action experience at a low price.
    - Playstyle: Waits for discounts, plays short sessions or playthroughs, and weighs price against game length.
    - Experience: mixed
    - Purchase stance: deep sale
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Combat is satisfying and fast (weight 0.64): Combat is repeatedly described as fast-paced, snappy, and deeply satisfying, with precise inputs and impactful combos. The system is engaging and rewards mastery, often highlighted as one of the coolest combat systems available.
- Great pixel art and music (weight 0.63): The pixel art is praised as excellent, exquisite, and expressive, with amazing backgrounds. The soundtrack and BGM are also consistently described as good, fitting, and a bop.
- Overall positive game experience (weight 0.36): Many reviewers find the game good, great, or fun overall. It is generally well-received and enjoyable.
- Interesting story engages players (weight 0.23): The story is described as interesting and neat, making players want to know where it goes. It adds to the overall experience.
- Combat features combos and counters (weight 0.23): The combat system involves combos and skills, with a counter system that adds depth. Players particularly like the counter mechanics.
- Adjustable difficulty adds flexibility (weight 0.13): Multiple difficulty settings can be changed anytime in the settings, allowing players to tailor the challenge. This is appreciated for accessibility.
- Challenging but fun gameplay (weight 0.13): The game is difficult but fun, with a fast pace and high difficulty that some players enjoy. It remains good despite the challenge.
- Okay for casual play (weight 0.12): Some describe the game as okay or alright for a casual playthrough. It is enjoyable but not outstanding for everyone.

Common complaints:
- Secrets and exploration poorly guided (weight 0.89): Secrets are easily missed with no backtracking, requiring careful first-pass clearing. There is almost no guidance for collectibles or hidden paths, and external guides are often unhelpful.
- Combat controls clunky and imprecise (weight 0.8): Many reviewers find the combat controls clunky, imprecise, and unresponsive, with movement described as slow and sluggish. Attacks lock players into combos, and lack of input buffering causes missed inputs.
- Story uninteresting and confusing (weight 0.77): The story is widely described as boring, basic, uninteresting, and hard to understand. It features too much text without being informative, leaves many plot threads unresolved, and ends abruptly.
- Tutorial overwhelms players (weight 0.73): The tutorial frontloads all mechanics and combo information in the first 10 minutes, throwing huge text blocks and dozens of skills at the player at once. This causes confusion and disrupts immersion.
- Input bugs and technical issues (weight 0.61): Players report numerous bugs including getting stuck in walls, input not registering, screen going dark, and crashes during certain combo inputs. Some bugs persist across computers and controllers.
- Difficulty is unbalanced (weight 0.58): Numerous players report severe difficulty imbalances: normal difficulty feels too easy and mashable, while Master Soul difficulty is excessively hard and frustrating. Boss encounters are especially punishing on the highest difficulty.
- Unfair boss fights and enemies (weight 0.58): Bosses are often seen as unfair, with unreactable patterns, super armor, and recovery from stagger before the player can punish. Common enemies also frequently use unblockable grabs and hide in the background.
- Camera is terrible (weight 0.56): The camera is frequently criticized as slow, obnoxious, and antagonistic. It fails to keep up with high-speed movement, gets stuck in corners, and often leaves character or enemies off-screen, leading to unfair deaths.
- Parry and counter timing too hard (weight 0.55): The parry and counter systems are widely criticized as extremely difficult, even on beginner difficulty. Timing windows are small, differ by difficulty, and the mechanic is harder than Dark Souls parrying.
- Combat systems feel messy (weight 0.53): Reviewers report too many combat systems that don't feel good, with abilities present but unused. Long combos are infeasible in mob or boss fights, and the combat lacks the expected exhilaration and control.
- Visual clarity problems (weight 0.53): Combat is often hard to read due to pixel art, background effects, and see-through walls. Characters become silhouettes behind objects, and it's hard to tell when the player is attacked.
- Lack of polish overall (weight 0.49): The game is frequently described as feeling unfinished, rough, and lacking polish in graphics, action feel, and balance. Many elements feel like they needed more time to cook.
- Not enough content for price (weight 0.44): Many reviewers feel the game has too little content for the asking price. The short length, limited replayability, and locked content make it feel like poor value at full price.
- Game length too short (weight 0.37): Many reviewers report the game is very short, taking about 4 hours for a first playthrough and clearing in 2-3 hours on medium difficulty. This is seen as poor value for the full price.
- Unsatisfactory rewards and progression (weight 0.37): Players feel unrewarded for advancing or exploring. Upgrades are expensive and don't feel different, skills can't be used due to resource scarcity, and most abilities aren't required to beat the game.
- True ending requirements excessive (weight 0.36): Getting the true ending requires playing through levels multiple times and collecting everything, which many find tedious. The ending itself is often seen as unsatisfying or inexplicable.
- Early access promises unfulfilled (weight 0.34): The game left early access without delivering the roguelite mode it was meant to add and balance. There has been zero news or updates for half a year despite promises of a post-release roadmap.
- Sound and music underwhelming (weight 0.3): Sound effects are poor and don't match the game's feel, while music is mostly forgettable and sometimes feels out of place. The lack of action sound effects ruins hit feedback.
- Keyboard and mouse controls poor (weight 0.29): Keyboard and mouse controls are relatively difficult compared to a controller, restricting diagonal movement and causing DPS loss. Button operations are complicated and gamepad is often required.
- Poor localization and translation (weight 0.26): The Chinese translation is worse than machine translation, with many errors including the game name itself being inconsistent. Other languages like Spanish are entirely absent.

Gameplay feedback:
- Combo-Based Combat System (weight 0.73): The game features a combo-based attack system, including auto-combo options and normal three-hit combos. Players can execute various skills and combos with specific timing, and combat is based on combos and counters.
- Multiple Difficulty Settings (weight 0.58): The game offers multiple difficulty options, including a master difficulty such as Master Soul, and a baby mode for accessibility. Difficulty can be adjusted in real time in the settings.
- Parry and Counter Mechanics (weight 0.48): Combat includes parry and dodge mechanics, with block and parry options as well as a dash parry mechanic. Counter-based combat and chain attacks are central to the action system.
- Top-Down 2D Pixel Art Style (weight 0.46): The game is a top-down 2D action game with pixel art and stylish action. It is set in detailed pixel art environments, including a stage-based souls-like structure.
- Multiple Endings and True Ending (weight 0.4): The game has multiple endings, including a bad ending, a secret ending, and a true ending with hidden conditions. The true ending requires playing three levels twice each and unlocks additional content.
- Action RPG with Hack and Slash (weight 0.39): The game is an action RPG with precision-focused combat, hack and slash elements, and lightning-fast combos. It blends counter-based combat with chain attacks for a fast-paced experience.
- Boss Fights with Varied Patterns (weight 0.39): Boss fights feature varied patterns, specific weaknesses, and distinct designs. Bosses require strategy and are a significant part of the game.
- Souls-Like Elements and Difficulty (weight 0.35): The game incorporates souls-like combat elements and is very difficult, requiring fast reaction times and precise timing. It offers adjustable challenge for players.
- Dedicated Training Mode (weight 0.35): A dedicated training mode, called the Abyss, allows players to practice combos, counters, and chaining attacks with guidance. It provides detailed combo and counter practice.
- Soul Absorption and Progression (weight 0.31): A soul absorption mechanic requires a button press and time, where defeated enemies yield souls. Players collect souls to level up, learn new skills, and unlock passive or active abilities.
- Hidden Paths and Secrets (weight 0.13): The game contains hidden paths, secrets, and passages to find. These hidden elements connect to the true ending and encourage exploration.
- Boss Rush Mode (weight 0.13): A boss rush mode is unlocked after achieving the good ending or true ending. It provides an additional challenge for players who complete the main story.
- Stamina and Special Gauges (weight 0.13): The game includes a stamina gauge and special gauge management. These resources add depth to combat and require careful monitoring during fights.
- Achievement System (weight 0.12): The game has an achievement system with challenging achievements. This provides additional goals for players to pursue beyond the main story.
- Tutorial with Text Explanations (weight 0.12): The game has a tutorial that explains moves via text blocks. This helps new players learn the combat system and mechanics.
- Waves of Enemies (weight 0.12): Combat encounters often involve many enemies appearing in waves. Players must manage groups of small enemies alongside boss fights.

Performance notes:
- Game crashes during certain inputs (weight 0.13): Players report crashes during combo E Q input and parrying, sometimes requiring a restart. These issues can disrupt gameplay and cause frustration.
- Screen darkening and gray screen bugs (weight 0.13): Thrown into walls can cause the screen to turn gray, and a rare bug causes the screen to go dark. Restarting the game often fixes these issues.
- Camera issues in boulder section (weight 0.07): Camera problems in the boulder section require dropping the screen refresh rate to 60Hz to play properly. This workaround suggests a performance or compatibility issue.

Recommendations:
- Recommended for Action Fans (weight 0.63): The game is highly recommended for fans of fast-paced action games, intense combat, and stylish gameplay. Reviewers often compare it to titles like Devil May Cry, Sekiro, and Nioh.
- Worth It on Sale (weight 0.6): Many reviewers suggest waiting for a discount, as the game offers better value at a reduced price. Some still find it worth full price, but the consensus leans toward purchasing on sale.
- Not Recommended by Some (weight 0.39): A number of reviewers do not recommend the game, citing various issues, high price, or lack of enjoyment. Some explicitly advise against purchasing it.
- Start on Easy Difficulty (weight 0.27): Many suggest beginning on easy or rookie difficulties to learn the mechanics before ramping up the challenge. This approach helps players avoid frustration.
- Complex Combos and Memorization (weight 0.26): The game requires memorizing numerous combos for different situations, which appeals to some but not others. Those seeking simpler combat may be disappointed.
- Appeals to Soulslike Enthusiasts (weight 0.24): Fans of Dark Souls, Sekiro, and similar challenging games are likely to enjoy this title. However, some note it may feel more like a grind than a traditional Soulslike.
- Challenging and Mastery Focused (weight 0.22): The game appeals to those who enjoy mastering boss patterns, speedrunning, and achievement hunting. It offers a tough challenge for dedicated players.
- Fresh Take on Top-Down Action (weight 0.22): Reviewers appreciate the fresh take on top-down 2D action combat. It stands out for its unique blend of isometric perspective and fast-paced action.
- Pixel Art and Cinematic Appeal (weight 0.21): The pixel graphics and cinematic moments are highlights for some players. Using auto-chain and relaxing is recommended to enjoy the visuals.
- Use Abyss Training Room (weight 0.18): Reviewers recommend using the Abyss training room to practice counter timing and combat mechanics. Disabling the tutorial in favor of training is also advised.
- Gamepad Recommended Over Keyboard (weight 0.17): Several reviewers recommend using a gamepad for better control and comfort. Keyboard play is possible but less optimal.
- Short but Sweet for Some (weight 0.17): Some find the game short but enjoyable, especially at a lower price point. Others note it may lack content for the full price.
- Mixed Feelings and Caution (weight 0.17): Some reviewers express mixed feelings, finding the game too strange or unclear, with too little content for the money. Caution is advised for potential buyers.
- Patience Rewarded (weight 0.16): Players who are patient and willing to invest time may find the game rewarding. It gets fun later but also harder, which some appreciate.
- Only for Casual Playthrough (weight 0.13): Some reviewers find the game only suitable for a casual playthrough, not for serious investment. Lack of motivation to complete challenges after the story is a common sentiment.
- Onimusha and Katana Zero Fans (weight 0.12): Fans of Onimusha and Katana Zero are likely to enjoy this game. It offers a stage-based action puzzle experience reminiscent of those titles.
- Hyper Light Drifter Comparison (weight 0.12): The game is often compared to Hyper Light Drifter, appealing to fans of that style. Those who enjoy tight combat and lightspeed combos should try it.
- Skip Guides First Playthrough (weight 0.08): Some suggest not using guides during the first playthrough to enjoy the experience naturally. This allows for personal discovery and challenge.
- Supports Developer at Full Price (weight 0.07): One reviewer strongly urges everyone, even non-players, to watch a playthrough and support the author at full price. This reflects a high level of endorsement.
- Buy at Cheap CD Key Price (weight 0.07): Some reviewers suggest purchasing at a cheap CD key price to make it worth trying. This lowers the barrier for entry.

Other player notes:
- Compared to Hyper Light Drifter (weight 0.53): Many reviewers compare the game to Hyper Light Drifter, often favorably noting its fast hack-and-slash combat and distinct mechanics, though some find it inferior or derivative.
- Short campaign length criticized (weight 0.52): Many reviewers note the game is very short, often beatable in 2-5 hours, with some calling it demo-level or not worth full price. The true ending and multiple endings can extend playtime slightly.
- Sekiro and Hades comparisons (weight 0.49): The game is frequently compared to Sekiro and Hades, especially for its challenging combat and roguelite elements. Reviewers also mention similarities to Devil May Cry and Dark Souls.
- Dark Souls and FromSoftware inspiration (weight 0.41): The game is heavily influenced by FromSoftware titles, with comparisons to Dark Souls for its save system, prologue structure, and precision combat. Some say it copies only the bad parts of Elden Ring and Devil May Cry.
- Solo developer achievement (weight 0.4): The game was developed by a single person (MeGustaGames) and published by NEOWIZ, which reviewers find impressive given its quality and polish.
- Pixel art and atmospheric world (weight 0.4): The game features 2D pixel art and an isometric top-down view, with a bleak, atmospheric world of ruined structures and hostile landscapes. Some find the character design bland and visual design takes time to get used to.
- Onimusha and DMC influences (weight 0.39): The combat system is often compared to Onimusha and Devil May Cry, particularly for its grading system and precise timing mechanics. Some describe it as an Onimusha-like experience rather than a souls-like.
- Early access and update concerns (weight 0.37): Some reviewers note the game left early access without promised content, with barely any updates during early access. A small update was posted a few days after release, but hopes remain for DLC or expansions.
- Hidden bosses and true ending (weight 0.32): The game features hidden bosses and a true ending that requires finding them. Some players note that the true ending achievement completion rate is very low (2.1%).
- Pricing and value (weight 0.28): The game is frequently on sale and has a cheap historical low price, but some reviewers feel full price is not worth it due to short length. It has also received a price increase.
- Multiple endings and replayability (weight 0.23): The game has multiple endings and difficulty levels that encourage replays. A boss rush mode is unlocked after achieving the good ending.
- Poor localization and language support (weight 0.22): The Chinese localization is poorly done, and the game lacks Spanish and Russian language support. The game name is inconsistent and likely machine translated.
- Story and setting details (weight 0.22): The story is dark and tragic, set in a fictional world called Vastfall with supernatural creatures. It follows Soren, a warrior who lost his soul and memories, and hints at a sequel.
- Guides and community support (weight 0.21): There are guides available for achievements, boss strategies, and locating hidden souls. A YouTube channel provides easter egg and achievement guides, and forum posts describe how to find hidden bosses.
- Underrated and overlooked (weight 0.19): Several reviewers feel the game is underrated and misunderstood, with quality that surpasses its reception. Some attribute negative reviews to players with very little playtime.
- Combat execution issues persist (weight 0.18): Players report combo execution problems and lack of input buffering, making counter timing harder than Dark Souls parry. The issue has been mentioned since November 2023 and remains unfixed.
- Tutorial and training mode (weight 0.17): The game tries to teach all mechanics in the first 10 minutes, with tutorials available in the Abyss for reminders. A training mode is compared to Devil May Cry or fighting games.
- Linear and route branching (weight 0.12): The game is linear, but a lot of content is locked behind a secret second path. The introduction could include information about route branching.
- Checkpoints and save system (weight 0.12): Save points and statues serve as checkpoints, similar to FromSoftware games. This makes progression manageable despite the challenging combat.
- Keyboard and mouse support (weight 0.12): Some reviewers suggest the developer could utilize keyboard and mouse on PC better. The game is an isometric twin-stick game, which may benefit from improved controls.

Emotions:
- Frustration (weight 0.2): Frustration is driven by a broken chaining and combo system, clunky controls, and camera issues that make combat and exploration feel unfair. Players also struggle with an overwhelming tutorial, strict timing windows, poor visibility, and bugs that hinder progress.
- Satisfaction (weight 0.12): Satisfaction comes from mastering the demanding combat system, executing fluid combos and parries, and overcoming punishing but fair boss fights. The game's depth and the feeling of achievement after chaining kills contribute to a rewarding experience.
- Disappointment (weight 0.11): Disappointment stems from balance issues, shallow combat on normal difficulty, and a short, confusing story with an abrupt ending. Missing promised features like roguelite mode and a lack of polish also contribute to the letdown.
- Enjoyment (weight 0.09): Enjoyment is fueled by fast-paced, satisfying combat with parries, counters, and diverse skills. The sense of progression through passive souls and upgrades, along with an engaging story and boss fights, keeps players entertained.
- Excitement (weight 0.06): Excitement arises from lightning-fast hack-and-slash combos, stylish action, and dynamic audiovisual effects like BGM changes and slow-motion. Pulling off consecutive slashes and discovering powerful moves delivers a thrilling experience.
- Appreciation (weight 0.05): Appreciation is expressed for the game's thoughtful difficulty and accessibility options, excellent pixel art, and well-designed levels. Players consider it a hidden gem and a masterpiece, acknowledging the developers' hard work.
- Boredom (weight 0.03): Boredom results from repetitive gameplay, monotonous combat, and linear stages that become tedious after the first playthrough. Short chapters and a basic story also contribute to a lack of engagement.
- Confusion (weight 0.03): Confusion is caused by a lack of action sound effects, unclear triggers for the true ending, and an overwhelming number of mechanics presented at once. Players also feel lost due to missing story motivation.
- Admiration (weight 0.02): Admiration is directed at the exquisite pixel art, cinematic camera work, and finely crafted mechanics. The issen counter system and the game's fluid flow also earn praise from players.
- Annoyance (weight 0.02): Annoyance stems from input buffering that prevents quick reactions, excessive story text, and intrusive tutorial interruptions. Repeatedly killing mobs for passive souls that may not drop also irritates players.
- Joy (weight 0.02): Joy is derived from the flow state and intuitive gameplay, especially the fast action that keeps players engaged.
- Gratitude (weight 0.02): Gratitude is felt toward the developers for considering players with limited time and for the solo developer's perseverance in releasing a good game.
- Overwhelm (weight 0.02): Overwhelm occurs when the game frontloads an extensive tutorial, expecting players to remember everything at once, making the initial experience feel too complicated.
- Surprise (weight 0.02): Surprise comes from the game not being as souls-like as expected, the unexpected addition of more mechanics than in the beta, and learning it was built by a single developer.
- Discomfort (weight 0.02): Discomfort is caused by a color palette that strains the eyes and dialogue scenes with an uncomfortable zoomed-in view.
- Enthusiasm (weight 0.02): Enthusiasm is driven by fantastic technical combat, satisfying chain combos, and deep mechanics that appeal to hardcore action fans. Players feel the combat surpasses many AAA games.
- Relief (weight 0.02): Relief is provided by emergency evasion and practice mode that help with difficulty, as well as thorough Japanese language support and a tutorial that make the game easy to understand.
- Regret (weight 0.02): Regret arises from being unable to revisit routes, a high entry barrier in the tutorial, and an achievement for dying that makes some players regret buying the game.
- Immersion (weight 0.01): Immersion is experienced when players are so captivated that they play through four acts without stopping.
- Overwhelmed with emotion (weight 0.01): Being overwhelmed with emotion results from a story so moving that it leaves players speechless and tearful.}