Players experienced frustration primarily due to clunky controls, inconsistent hitboxes, and poorly designed boss encounters, often featuring unfair mechanics, excessive health, or environmental hazards. The 'Sacrifice' system, which makes the player weaker, also contributed significantly to this emotion, as did various bugs and audio issues.
Disappointment stemmed from the game failing to meet expectations, particularly as a 'Souls-like' title. Players felt the combat system lacked depth and satisfaction, content was scarce, and overall design choices were flawed or unoriginal. The game's short length, unpolished state, and perceived lack of innovation also contributed to this sentiment.
Satisfaction was derived from overcoming the game's challenges, particularly well-designed and unique boss fights. Players appreciated the game's art style, music, and the innovative 'Sacrifice' mechanic. The overall quality for an indie title and the feeling of accomplishment after mastering difficult encounters also contributed to positive experiences.
Excitement was generated by the game's challenging adventure, unique mechanics like the weakening system, and the anticipation of new boss designs. Players enjoyed the 'boss rush' format and the ability to play aggressively without death penalties, leading to a desire to continue playing and recommend the game.
Anger arose from perceived unfair boss mechanics, unbalanced challenges, and overall poor game design choices. Players expressed strong negative feelings towards specific boss encounters and the game's general quality, sometimes describing it as 'torture' or 'disgusting'.
Verdict
Mostly negative
Summary
Positive 48% · Negative 52%. Score: 52 / 100
Positives:
Players consistently praise the game's core boss rush concept, finding the boss fights themselves to be highly enjoyable, challenging, and fair. The overall gameplay experience is described as fun, smooth, and rewarding, offering significant satisfaction upon overcoming difficult encounters.
The design of the bosses is a major highlight, with players commending their unique aesthetics, varied mechanics, and thoughtful implementation. Each boss feels distinct, requiring different strategies and offering a fresh challenge, which contributes significantly to the game's appeal.
Players generally view the game as a high-quality indie title, especially considering its development by a small team. They find it to be a worthwhile purchase, offering good replayability through achievements and additional modes, and appreciate its overall concept and execution.
The game's presentation, including its art style, visuals, atmosphere, and audio, receives positive feedback. Players appreciate the detailed graphics, fitting background music, and the overall grim yet beautiful aesthetic that enhances the boss encounters.
The innovative 'sacrifice' mechanic, where players choose to weaken their character before each boss fight, is highly praised. This system adds a unique strategic layer, making each encounter a puzzle and enhancing the game's replayability and depth.
Negatives:
Many players found the boss encounters to be frustrating and poorly designed. Issues include unfair mechanics, inconsistent hitboxes, excessive projectile spam, and a lack of rewarding parry opportunities. Specific bosses like the final boss (Adam) and Gluttony were highlighted for particularly egregious design flaws, such as one-shot mechanics, environmental hazards, and input reading.
Many players felt the game failed to deliver on the 'Souls-like' experience it aimed for. It was criticized for lacking the depth, exploration, character progression, and satisfying combat typically found in the genre, often feeling like a shallow or poorly executed copy.
The game's core 'sacrifice' mechanic, which makes the player character weaker after each boss fight, was widely criticized. Players felt it created artificial difficulty, reduced motivation for progression, and went against traditional gaming concepts of character growth, leading to a frustrating and unrewarding experience.
Combat feedback, particularly for blocking and parrying, was consistently poor. Players struggled with inconsistent hit detection, unclear visual and audio cues for successful actions, and misleading hitboxes, making precise combat difficult and frustrating.
The game's narrative elements were largely absent or poorly implemented. Players noted a lack of a coherent story, minimal lore, uninspired dialogue, and no meaningful character progression or side quests, contributing to a feeling of emptiness.
Gameplay:
The game is primarily a boss rush experience, featuring 8-9 unique boss encounters. A core mechanic involves players sacrificing stats or abilities before each boss fight, leading to permanent debuffs that increase difficulty throughout the game. This 'level-down' system is a central and innovative aspect.
Specific bosses like Gluttony, Greed, Pride, Sloth, Lust, Wrath, and Jealousy each have unique mechanics, attack patterns, and weaknesses. Players need to learn these individual strategies, often involving parrying, specific attack timings, or exploiting environmental elements.
Players have access to a limited set of weapon types, including Sword & Shield, Greatsword, Dual Blades, and Dual Axes. The Greatsword, especially its running heavy attack, is noted as a highly effective strategy for many boss encounters due to its damage and poise.
The game is relatively short, with most playthroughs taking between 3 to 6 hours to complete. While it offers a basic tutorial, the overall difficulty is described as moderate, becoming easier for experienced Souls-like players once boss patterns are learned.
The game is heavily influenced by the Souls-like genre, particularly in its boss design, combat mechanics (parrying, dodging), and overall difficulty philosophy. Many boss moves and combat rhythms will feel familiar to players of Dark Souls and similar titles.
Performance:
Players consistently report excellent performance, with the game running smoothly even on mid-range hardware like the RTX 2060. The visuals are praised for their quality at 60 FPS, indicating good optimization.
A notable issue for some players is the lack of support for ultrawide 32:9 aspect ratios. This can lead to a less immersive experience or black bars for users with such monitors.
While overall performance is good, some players occasionally experience lag spikes. This suggests there might be specific scenarios or system configurations that trigger performance dips.
Recommendations:
The game is generally recommended for fans of the Souls-like genre, especially those looking for a challenging boss-rush experience. It's often suggested as a good entry point for newcomers to the genre or a quick fix for hardcore fans, particularly when purchased on sale.
Many players recommend purchasing the game only when it's on sale or heavily discounted, citing that its full price value is questionable. Some even suggest refunding it if bought at full price, while others strongly advise against buying it at all.
The game's core appeal lies in its boss fights, which are challenging and central to the experience. Players who enjoy difficult boss encounters will likely appreciate it, though some suggest improvements are needed in level design and overall balance.
Some players feel the game is not a significant or unique experience, suggesting that skipping it won't result in missing much. There's also a sentiment that it's a 'Dark Souls clone' with 'toy graphics' and that positive reviews might be misleading.
A suggestion for improving difficulty scaling is to increase skill variety for bosses at higher difficulties, rather than just changing damage values, to provide a more engaging challenge and help new players learn.
Miscellaneous:
Players consistently note that the game is very short, with initial playthroughs typically lasting 3-5 hours. While some replayability exists for achievements, the overall content duration is limited.
These clusters contain various individual observations, personal ratings, or general hopes for future development that are too disparate or lacking in specific detail to form cohesive, actionable summary points. They represent isolated comments or general encouragement.
There is a strong sentiment among players regarding the game's domestic origin. Many express support and hope for the continued improvement and success of local game development, viewing this title as a positive step.
The game's art style receives mixed but generally positive feedback. While some find it to have a 'Jekyll and Hyde' quality, others appreciate its simple style and clear map distinctions, despite the protagonist's unique 'Kolobok-style' appearance.
The game's pricing is generally considered fair, especially given its indie status and during sales. While not the absolute cheapest, players feel it's reasonable and supports a small studio.