Info about Veritus:

Official game description:
_**UNCOVER**_ the mysteries surrounding the god of shadow, as you navigate the treacherous
corridors and chambers of his forgotten castle. Uncover the fragments of a key lost and
scattered throughout, to reveal what secrets are dwelling within the throne room.
_**PERSEVERE**_ through many dangers lurking in every corner of the castle’s hallowed walls
using the weapons and tools at your disposal. Decipher puzzles created to prevent you
from continuing on your quest. 
_**REGROUP**_ and set up camps in safe havens, deep within the castle’s dark halls, where you can
prepare yourself for each adventure. Equip yourself with a variety of weapons and tools, go on
expeditions with your companions, and rest after each encounter.

Release date: Jul 22, 2024

Categories: Zelda-like, 2D Action Platformer, Dungeon Crawler, Puzzle Solving, Action RPG, Crafting, Pixel Art Style, Boss Fights


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 7.0h
  - Story completion: N/A
  - Session length: 1.5h
  - Endgame: N/A
  - Reasoning: The direct statement that Veritus is a 6-8 hour game supports a gameCompletion estimate of about 7 hours as the midpoint of that range. The review reporting about an hour and a half of play before quitting supports a short sessionLength of roughly 1.5 hours; another review reporting a couple hours of play is consistent with short early sessions but does not establish completion time. No usable evidence gives a separate story-completion length or an endgame duration for Veritus, so those metrics are null.
- Time-to-fun: No data
- Player Archetypes:
  - Prodigal Continuity Seeker (sale)
    - Motivation: Experiencing more of the Prodigal world and understanding its story references.
    - Playstyle: Plays for narrative continuity and world lore, checks prior-game references, and seeks more of the same setting.
    - Experience: familiar
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: Prodigal
  - Zelda-Style Dungeon Combatant (buy)
    - Motivation: Combat-heavy top-down dungeon crawling in a Zelda-like format.
    - Playstyle: Engages in top-down 2D dungeon crawling with more combat and fewer relationship and puzzle elements.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Prodigal; Zelda
  - Challenge-and-Polish Critic (no buy)
    - Motivation: A challenging, polished action experience that holds up through repeat play.
    - Playstyle: Pushes through bosses and repeat playthroughs for achievements, judging difficulty, repetition, and bug impact.
    - Experience: veteran
    - Purchase stance: no buy
    - 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:
- Zelda-like core gameplay (weight 0.97): Many reviewers describe the game as a 2D top-down action adventure in the style of classic Zelda titles. The gameplay loop focuses on dungeon crawling, puzzle solving, and item collection.
- Engaging story and characters (weight 0.86): The narrative is dense and intriguing, filled with character interactions, scattered lore, and secrets. Players enjoy piecing together details and exploring the world.
- Appealing pixel art and music (weight 0.66): The pixel art is praised as quite good, and the music is fantastic. The audio and visual presentation contribute to a cool atmosphere.
- Faster, action-oriented combat (weight 0.56): Combat is noted to be quicker and more aggressive than traditional Zelda games, emphasizing action over slow puzzle-solving. Boss fights require pattern observation to find openings.
- Solid dungeon-crawling experience (weight 0.44): The non-puzzle dungeon-crawling aspects are solid, and room puzzles are well-designed. The game streamlines the Zelda-like adventure to focus on dungeons.
- Enjoyable Prodigal sequel/DLC (weight 0.42): As an endgame DLC for Prodigal, it continues the story and world building while providing a nice sequel experience. It is similar enough to Prodigal yet different enough to have its own appeal.
- Fun for specific fanbase (weight 0.4): The game is likely fun for a very specific fanbase, particularly fans of classic 2D Zelda-style action adventure and puzzle games. It is a little indie gem for those players.
- Clever ideas and fun experiment (weight 0.38): The game contains a few clever ideas and is an enjoyable experiment as endgame DLC. It is fun for what it is.
- Overall positive experience (weight 0.35): Reviewers generally had a good time with the game and consider it a solid 2D action adventure. It is still a good game despite any minor shortcomings.
- Replayability with challenges (weight 0.33): The game offers high replay value through new playthroughs with handicaps, advantages, and challenges that unlock bonus content. Multiple reviewers highlight this as a strong feature.
- Oppressive atmosphere fits story (weight 0.3): The game has a definite atmosphere that can be oppressive at times, but it makes sense within the story context. The writing contributes to this vibe.
- Short but still worthwhile (weight 0.28): Despite being smaller and shorter than expected, the game is still well worth it. Players thoroughly enjoyed the experience after giving it time.
- Link's Awakening spirit (weight 0.28): The game captures the spirit of Link's Awakening, making it fun for fans of that classic title. It feels like a streamlined Zelda-like adventure.
- Expanded item collection (weight 0.19): There is a wide variety of optional items to collect, adding depth to the gameplay. This expands on the item collection mechanics from similar games.

Common complaints:
- Confusing and vague story (weight 0.96): The narrative is fragmented, with many characters and constant scene switching, and lacks proper explanation. The lore is vague and there is little payoff for following the plot.
- Puzzles are easy and repetitive (weight 0.87): Puzzles are overly simple, often feeling like tutorials, and reuse the same elements without variety. Some puzzles are open to cheesing or lack proper solutions.
- Tedious and linear level design (weight 0.74): The game is a series of dungeons connected by a minimal lobby, with no overworld. The progression is linear and content can be easily missed if not careful.
- Inferior sequel to Prodigal (weight 0.58): Many reviewers feel the game is a step back from Prodigal in story, design, and overall quality. It is often described as a disaster as a sequel.
- Missing quality-of-life features (weight 0.56): The game lacks basic quality-of-life features such as a recipe list, dungeon maps, and clear control explanations. This makes navigation and crafting cumbersome.
- Combat lacks challenge (weight 0.45): Combat is simplistic, allowing players to mash the attack button to win easily. The final boss can be defeated in about 30 seconds with minimal effort.
- Crafting system is confusing (weight 0.45): The crafting and cooking systems are poorly explained, relying on memory and lacking clear stats or direction. Players are unsure of what is possible or whether resources are wasted.
- Game feels short and unfinished (weight 0.42): The game is relatively short and contains several half-baked ideas, with content that feels unsatisfactory.
- Unoriginal puzzle and item design (weight 0.39): Puzzles and items are considered ordinary and unoriginal, with the first item being a teleport back to the room entrance, indicating lazy design.
- Lacks life-sim elements (weight 0.32): The life-simulation aspects from Prodigal, such as dating and character development, are absent, which some players miss.
- Story doesn't use predecessor's setup (weight 0.32): The story fails to fully utilize the situations and decisions from the first game, leaving loose ends and feeling disconnected.
- Music transitions are poor (weight 0.18): The music does not flow well between rooms, disrupting immersion.
- Bugs hinder achievements (weight 0.18): There are bugs, including one that prevented getting an achievement during a second playthrough.
- Text can be easily skipped (weight 0.18): Players can accidentally skip text boxes and miss important information, such as mini-game instructions or recipes.
- Fast pace disliked (weight 0.17): Some players do not like the faster pace compared to the previous game.
- Slow and confusing start (weight 0.17): The gameplay starts slowly and confusingly, which may deter some players.
- Not as good as Zelda (weight 0.16): One reviewer compares it unfavorably to Zelda, suggesting it is not on par with that series.
- Game declines over time (weight 0.16): The game starts well but declines as it progresses, according to one reviewer.

Gameplay feedback:
- 2D Zelda-like gameplay (weight 0.88): The game is a classic 2D top-down action adventure and puzzle experience, similar to Gameboy Color Zelda titles and Link's Awakening. It blends puzzle-solving with dungeon exploration and combat.
- Strong puzzle focus (weight 0.74): The game is heavily puzzle-focused, including movement puzzles ranging from straightforward to cryptic, as well as item-based and environmental puzzles like barrel and pole lasso challenges. Puzzle design is central to progression.
- Dungeon-crawling structure (weight 0.74): Gameplay is streamlined into a series of connected dungeons with a hub lobby area instead of a traditional overworld. Dungeons are relatively short and sequential.
- Linear narrative progression (weight 0.71): The game is more linear and story-focused than open-ended, with progression locking players into areas once they advance. It features a directed narrative set in a magical castle in another plane.
- Faster paced combat (weight 0.54): Combat is simple but more fast-paced and aggressive than comparable games like Prodigal. The overall game pace is quicker and more action-oriented.
- Replayability and unlockables (weight 0.47): Replayability is supported through new playthroughs with handicaps, advantages, and challenges. Bonus unlockables and mini-games add extra content.
- Crafting and cooking systems (weight 0.4): The game includes crafting and cooking mechanics, with food recipes available. These systems provide additional depth to item collection and preparation.
- Prodigal sequel connections (weight 0.4): The game is a direct sequel to Prodigal, with writing that references the previous game's postgame content. Gameplay is similar to Prodigal but faster and more action-oriented.
- Item collection and optional items (weight 0.38): The game features item collection with many optional items, though it can be completed with base items. Items are also used in puzzle design and progression.
- Boss fights and final boss (weight 0.38): The game includes boss fights culminating in a final boss encounter. Combat involves attacking enemies throughout dungeons.
- Level progression and abilities (weight 0.26): Players progress through levels, with all character abilities given almost at the beginning. This creates a consistent toolkit for puzzle-solving.
- No map available (weight 0.16): Players noted the absence of a map, which can make navigation through dungeons and areas more challenging.
- Short Zelda-like experience (weight 0.16): The game is a compact 6-8 hour experience, similar in spirit to classic Zelda titles but streamlined for shorter play sessions.
- Hub area with paintings (weight 0.16): The hub area features a red door with paintings that allow revisiting old areas or changing gear, serving as a central navigation point.
- Hidden lore and side areas (weight 0.16): Extra lore can be found in hidden rooms and side areas, rewarding exploration. The game includes optional content for players who seek it out.
- No life-sim elements (weight 0.16): Unlike some similar games, this title does not include life-sim elements, focusing purely on action-adventure and dungeon-crawling.

Performance notes:
No performancepoints

Recommendations:
- Best for Prodigal fans with adjusted expectations (weight 0.66): Reviewers note it is well-suited for fans of Prodigal and the developer's previous works, especially those invested in the story and universe lore. However, they advise setting the right expectations and suggest buying on sale.
- Play Prodigal first for context (weight 0.58): Multiple reviewers strongly recommend completing Prodigal before playing this game to understand the story, backstory, and references. Playing it first avoids confusion and enhances appreciation of the narrative continuity.
- Mixed or negative sentiment exists (weight 0.35): A few reviewers express uncertainty or negative feelings, including one who does not recommend the game and another who recommends it despite negative feelings due to loyalty to the developer. These represent a minority view.
- Appeals to 2D Zelda fans (weight 0.32): Several reviewers recommend the game to fans of classic top-down 2D Zelda-style action adventure and puzzle games. The gameplay loop and structure are reminiscent of those titles.
- Offers less relationship, more combat (weight 0.18): One reviewer recommends it for players who liked Prodigal but wanted less relationship content, easier puzzles, and more combat. This suggests a shift in focus from the original.
- Consult crafting and food guides (weight 0.17): One reviewer advises looking up a crafting and food guide before playing, indicating these systems may be complex or opaque without external help.

Other player notes:
- Smaller scope than Prodigal (weight 0.56): The game is shorter and more focused than Prodigal, with less relationship content and easier puzzles. It emphasizes combat and gameplay over story.
- Direct sequel to Prodigal (weight 0.54): Multiple reviewers identify the game as a direct sequel to Colorgrave's previous title, Prodigal. The story continues from that game's postgame.
- Less cozy than Prodigal (weight 0.54): Compared to Prodigal's life-sim and dating elements, this game feels less cozy and offers fewer character moments. Some reviewers see it as a step back.
- Short but replayable (weight 0.5): The game lasts about 6-8 hours and is considered short, but its replayability adds value. Its low price ($7) makes it comparable to DLC.
- Hallucinatory story quality (weight 0.16): The narrative has a vague, dreamlike quality with unclear context. This writing style may be harder to follow without prior knowledge of the series.

Emotions:
- Disappointment (weight 0.24): Players found the game's content unsatisfactory compared to its appealing art style, with easy puzzles, simple combat, and a disastrous story. As a sequel to Prodigal, it fails to fully utilize the first game's decisions and feels like a step back with half-baked ideas and declining variety.
- Frustration (weight 0.17): The confusing story with many characters and constant scene switching left players feeling lost, while the lack of a dungeon map and control explanation worsened navigation. Tedious level design and easily missed content, along with confusing crafting and cooking systems, contributed to the frustration.
- Enjoyment (weight 0.17): Players enjoyed the engaging story, character interactions, and lore that reward attention, and had a good time despite the game's weirdness. The game's Link's Awakening spirit, clever ideas, fleshed-out pixel art, and music made it a fun experience.
- Satisfaction (weight 0.1): Replayability with handicaps and challenges adds value, and solid gameplay with expanded item collection provides a satisfying experience. The nice atmosphere and appealing gameplay further contribute to this satisfaction.
- Mild disappointment (weight 0.07): The story doesn't hold up as well as Prodigal, and as a sequel, it falls short of the original game, leading to mild disappointment.
- Confusion (weight 0.03): Players are dropped into the world with zero explanation, and the vague, complex lore leaves them confused about the game's setting and story.
- Lack of motivation (weight 0.03): There is little to no payoff for curiosity, which saps players' motivation to continue exploring or engaging with the game.
- Boredom (weight 0.03): The game feels repetitive with little variety in puzzles, leading to boredom.
- Under-satisfied (weight 0.03): Puzzles felt too open or lacked proper solutions, leaving players under-satisfied with the puzzle design.
- Enthusiasm (weight 0.03): Players express enthusiasm for the story, music, and gameplay, indicating strong positive engagement.
- Uncertainty (weight 0.03): Some players are unsure whether to finish the game, reflecting uncertainty about continuing.
- Nostalgia (weight 0.03): Players feel nostalgia for Curse Crackers, missing elements from that game.}