Info about DOOMBLADE:

Official game description:
Lured out of her solitude, Gloom Girl discovers a chamber containing DOOMBLADE: a sentient weapon, trapped and bound for eons. “Doom and Gloom” join forces and begin a quest to regain the blade’s powers and exact vengeance on its captors.
Wielding DOOMBLADE, Gloom Girl can ride through the air to attack enemies. Target monsters to attack them directly, and slay them with DOOMBLADE’s wrath!
The blade hungers for vengeance on the Dread Lords, who bound it in chains and stripped it of its powers. But first, it must regain its strength. Search for demonic shrines, where DOOMBLADE’s powers were hidden and stored by the long dead Gloomfolk, awaiting its return. Then use Doom Drop, Wicked Wind, and the Nightmare Onion to teach your enemies fear.
From the abandoned halls of Gloomhaunt, into the New Wilderwood forest full of untrusting tribesmen, through the Molded Mines with their hedonistic shroom people, and into a technological hellscape known as the Power Sector. Gloom Girl must fight her way through these interconnecting worlds and destroy the monsters within as she hunts down the Dread Lords who imprisoned DOOMBLADE.

Release date: 31 May, 2023

Categories: Metroidvania, Exploration, Real-time Combat, Platformer, Single-player Story, Character Progression


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


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:
- Overall positive reception (weight 1): Players consistently praise the game's overall quality, unique mechanics, and engaging gameplay experience. Many found it highly enjoyable and well-designed, especially considering its price point.
- Unique and satisfying movement/combat (weight 0.89): The game's core movement and combat mechanics, particularly the 'point and click' attack-based movement, are highlighted as unique, innovative, and highly satisfying once mastered. This system makes traversal and combat dynamic.
- Strong art and music (weight 0.89): The game's artistic direction, visuals, and especially its soundtrack receive strong praise. Players enjoy the unique art style, fitting metal-themed music, and overall polished audio-visual presentation.
- Engaging exploration and level design (weight 0.83): Exploration is a key enjoyable aspect, with players appreciating the well-designed levels, interesting world, and the way new abilities enhance traversal and open up previously unreachable areas.
- Excellent Metroidvania experience (weight 0.27): The game is frequently lauded as an excellent and unique Metroidvania title. Reviewers appreciate how it innovates within the genre while maintaining core Metroidvania elements like exploration and ability-gated progression.
- Fun and challenging boss fights (weight 0.17): Boss fights are generally considered fun and well-designed, offering a good mix of challenge and unique mechanics that require players to utilize their movement skills effectively.
- Clever genre blending (weight 0.13): The game is praised for its clever blend of different genres and mechanics, such as hack-and-slash with Metroidvania elements, and its inventive use of the blade for both combat and movement.
- Optimized for keyboard and mouse (weight 0.12): Many players found the game significantly more enjoyable and fluid when played with a keyboard and mouse, suggesting it's the optimal control scheme for the unique mechanics.
- Satisfying game length and content (weight 0.05): The game offers a satisfying length, with well-executed side quests and an enjoyable mid-game phase that encourages exploration and world-opening.
- Effective fast travel system (weight 0.05): The fast travel system, though unconventional, is noted as effective and convenient, especially in later stages, contributing to easy navigation of the world.
- Underrated indie gem (weight 0.05): Some players feel the game is an underrated 'hidden gem' that deserves more recognition within the indie game scene.

Common complaints:
- Lack of Player Guidance (weight 0.75): A common complaint is the lack of clear guidance and direction, leaving players frequently lost and unsure of their next objective. The map design and UI contribute to this confusion, often requiring players to seek external help.
- Tedious Map Traversal (weight 0.74): Players frequently complained about slow movement speed and a problematic fast travel system, which, combined with extensive backtracking, makes map traversal tedious and time-consuming. The lack of sufficient fast travel points exacerbates this issue.
- Poor Controller Support (weight 0.7): A significant number of players reported issues with controller support, stating that the game is difficult or even unplayable with a gamepad. This suggests the game was primarily designed for keyboard and mouse, with controller implementation being an afterthought, leading to a lack of precision and overall frustration.
- Frustrating Boss Fight Design (weight 0.68): Many players found the boss fights to be a major source of frustration. They are often described as poorly designed, relying on luck or specific, non-intuitive mechanics rather than skill, leading to a tedious and unengaging experience.
- Excessive Loading Times (weight 0.66): Players consistently reported excessively long loading times, particularly after dying. This issue is widespread and significantly detracts from the gameplay experience, especially in a game where frequent deaths are expected.
- Shallow Combat System (weight 0.65): Combat is often described as simplistic and passive, lacking depth and variety in abilities. Players feel limited in their offensive and defensive options, leading to repetitive and unengaging encounters, especially with the absence of a neutral attack or effective aerial skills.
- Punishing Save System (weight 0.64): The save system is a major point of contention, as dying results in losing all progress (collected items, explored map areas, purchases) since the last save point. This outdated mechanic forces players to re-do significant portions of the game, leading to frustration and tedium.
- Annoying Enemy Design (weight 0.59): Players found certain enemy types and their attack patterns to be annoying or poorly designed. Issues include excessive enemy stacking, unavoidable projectiles, and mechanics that make combat frustrating rather than challenging.
- Frustrating Achievement System (weight 0.56): The achievement system is criticized for requiring tedious grinding or specific speedrun conditions that make 100% completion difficult or impossible on a first playthrough. Some quests tied to achievements are also described as unrewarding and unpleasant.
- Disappointing Metroidvania Elements (weight 0.53): Some players felt the game failed to meet expectations for the Metroidvania genre, citing issues like poor guidance, outdated save mechanics, and a short length compared to other games in the category.

Gameplay feedback:
- Unique Click-Based Controls (weight 0.46): The game features a highly unconventional control scheme, primarily relying on mouse clicks or twin-stick aiming for both movement and combat. This unique approach, where attacking an enemy propels the player character, sets it apart from traditional Metroidvanias and requires precision.
- Engaging & Unique Boss Fights (weight 0.4): Boss battles are a highlight, often designed as unique puzzles requiring specific mechanics, aerial combat, and precise dodging. While generally not overly difficult once patterns are learned, some enemies exhibit challenging behaviors like homing attacks or specific hit conditions.
- Exploration & Game Length (weight 0.35): The game offers a substantial world for exploration, with completion times ranging from 5-7 hours for a rushed playthrough to 10-15 hours for 100%. While the difficulty generally feels balanced, some players found exploration tedious due to a lack of direction and backtracking.
- Map System Needs Improvement (weight 0.22): The in-game map reveals areas as explored and marks key points like checkpoints. However, it lacks detailed markers for collectibles or specific locations, making extensive exploration and backtracking less intuitive for some players.
- Meaningful Ability Unlocks (weight 0.19): Players unlock various unique abilities throughout the game, such as dashing, wall-passing, and map revelation. These power-ups are crucial for progression, opening new areas and enhancing the flow of movement and combat.
- Limited Fast Travel & Saves (weight 0.15): The fast travel system, while present, has limitations, requiring specific portals and not always leading to desired locations. The save system is also restrictive, with progress only saving at checkpoints, leading to potential loss of progress upon death.
- Movement & Combat Limitations (weight 0.13): The player character's base jump is notably low, and while dashes are available, they don't fully compensate for movement deficiencies. A significant concern is the lack of invincibility frames, making certain combat encounters feel unfair.
- Classic Metroidvania Premise (weight 0.05): Doomblade is a 2D platformer Metroidvania, following a classic style where players control a shadow girl and her titular Doomblade to uncover truths within the game's world.
- Unique Void Mechanics (weight 0.05): The game features 'void' areas that players can access at special locations. These areas allow for unique movement using void monsters and, despite having no apparent bottom, teleport players back after a certain descent.

Performance notes:
- Steam Deck performance mixed (weight 0.11): The game generally runs well on the Steam Deck, but some users report long loading times and quick battery drain, suggesting further optimization is needed for portable play.
- High PC hardware demands (weight 0.1): Players with lower-end PCs struggle to run the game smoothly, experiencing low frame rates and overheating, despite the game's visuals not appearing demanding. Adjusting quality settings can improve performance.
- Inconsistent stability issues (weight 0.06): While some players report a completely glitch-free experience, others encounter regular freezes, indicating inconsistent stability across different setups.
- Persistent audio bug (weight 0.04): A specific and persistent thrumming noise has been reported during loading screens, boss fights, and even cutscenes, which detracts from the audio experience.
- Good localization quality (weight 0.02): The game's localization has been positively reviewed, indicating that translations and cultural adaptations are well-executed.

Recommendations:
- Recommended for Metroidvania fans (weight 0.64): The game is generally well-received, especially by fans of the Metroidvania genre and those who enjoy titles like Hollow Knight. While some reviewers express slight reservations or suggest it's not for everyone, the overall sentiment leans towards a positive recommendation, often highlighting its unique experience and value.
- Play with mouse and keyboard (weight 0.14): Many players strongly advise using a mouse and keyboard for optimal gameplay. They suggest that this control scheme significantly enhances the experience, implying that other input methods might be less intuitive or effective.
- Poor optimization and loading times (weight 0.07): A significant concern for players is the game's poor optimization, particularly regarding excessively long loading times. This issue negatively impacts the overall experience, with some reviewers stating they cannot recommend the game in its current state unless these technical problems are resolved.
- Worth buying on sale (weight 0.05): Several players suggest that the game is best purchased during a sale. While they acknowledge its value, they imply that the full price might be a bit steep or that a discount makes it a more compelling offer.
- Not for pure beginners (weight 0.02): The game is noted to be challenging for newcomers to the genre or those unfamiliar with its specific mechanics. This suggests a learning curve that might deter pure beginners.
- Anticipate future developer works (weight 0.02): Players are impressed with the game and express anticipation for future projects from the developers. This indicates a positive impression and trust in the studio's ability to create engaging experiences.
- Needs second dash ability (weight 0.02): A specific gameplay suggestion is the addition of a second dash. Players feel that having two dashes instead of one would greatly improve the fluidity and strategic options during gameplay.
- Allow gauntlet replays (weight 0.02): Players desire the ability to replay specific gauntlet challenges within the game. This would allow them to revisit favorite sections or practice difficult sequences.
- Add hidden area reveal item (weight 0.02): For post-game completionists, an item that reveals hidden areas or collectibles would be highly beneficial. This would assist in achieving 100% completion and finding all secrets.

Other player notes:
- Engaging story and characters (weight 0.19): The game's narrative is a strong point, featuring charismatic characters and a thoughtful, engaging story, despite one player finding it a simple revenge tale. The localization work further enhances the narrative experience, though some flavor text might not be crucial for understanding the plot.
- Tiresome movement targeting (weight 0.02): Players occasionally find it tedious to identify and target specific elements for movement within the game. This can hinder smooth navigation and gameplay flow.
- Charming protagonist details (weight 0.02): A specific detail that stood out to one player was the protagonist's cute design and the unique 'pat-pat' sound made by her tentacles when walking. This adds a charming, quirky element to the character.
- Clear skill descriptions (weight 0.02): Skill descriptions are important for gameplay, but they are written in simple English, making them easy to understand. Players can also grasp their effects through experimentation.
- Fast map switching (weight 0.02): The game features fast and efficient map switching, which contributes to a smooth and stress-free gameplay experience. This technical aspect is a positive point for navigation.
- No Japanese language support (weight 0.02): A notable omission for some players is the lack of Japanese language support. This limits accessibility for a segment of the potential player base.
- Game is unrecognized (weight 0.02): One player expressed that the game is underrated or goes unrecognized, suggesting it deserves more attention. This is a subjective opinion on the game's market presence.
- Suitable for teens and adults (weight 0.01): The game's content is deemed suitable for a broad audience, specifically teens and adults. This indicates a moderate level of maturity in its themes or visuals.

Emotions:
- Satisfaction (weight 0.26): Players felt satisfied by the game's overall high quality, including its strong narrative, charismatic characters, and unique, well-implemented mechanics. The smooth traversal, enjoyable combat, and challenging boss fights contributed significantly to this positive experience, often highlighted by the game's art style, music, and effective fast travel system.
- Frustration (weight 0.24): Frustration stemmed primarily from poor design choices, such as clunky controls, imprecise movement, and frustrating, often buggy, boss fights. Players also experienced significant issues with long loading times, a confusing map lacking guidance and fast travel points, and a problematic save system that led to lost progress.
- Disappointment (weight 0.12): Disappointment arose when the game's cool concepts and potential were not fully realized, often overshadowed by poorly executed boss fights and untested mechanics. Issues like a simplistic UI, uninteresting bosses, and a lack of clear story motivation contributed to players feeling the game did not live up to its promise, sometimes leading to abandonment.
- Excitement (weight 0.04): Excitement was generated by the game's unique and refreshing controls, particularly the innovative combat and movement mechanics that allowed for fast, dynamic, and satisfying traversal. Engaging boss music and challenging fights further contributed to a sense of thrill and enjoyment.
- Enjoyment (weight 0.04): Players found enjoyment in the game's overall gameplay experience, which included its unique combat, fluid movement, and well-designed map and exploration. The appealing visuals, excellent soundtrack, and interesting story also contributed to a positive and engaging experience.
- Admiration (weight 0.04): Admiration was expressed for the game's innovative gameplay, particularly its ingenious movement and attack mechanics. The unique art style, incredible music, and clever ideas within the game's design also garnered significant praise.
- Anger (weight 0.03): Anger was primarily caused by frustrating and unfair boss fight designs, which often featured random mechanics and a lack of player control. Unacceptable loading times and poor controls also contributed to this strong negative emotion.
- Appreciation (weight 0.03): Players appreciated the game's artistic direction, music, and overall atmosphere, along with its unique core mechanics and character design. Developer support was also a notable cause for appreciation.
- Joy (weight 0.02): Joy was experienced when the game's various elements, such as gameplay, level design, art, and music, seamlessly blended together, creating a cohesive and fun experience. The enjoyable movement, cool bosses, and meaningful exploration also contributed to this feeling.
- Fun (weight 0.02): Fun was derived from the game's unique gameplay, particularly the enjoyable parkour and the sensation of flying through the map. The challenge and music also contributed to a fun experience.
- Annoyance (weight 0.02): Annoyance stemmed from tedious backtracking, getting lost due to a lack of map markers, and long loading times after death. Annoying boss mechanics also contributed to this feeling.
- Mild frustration (weight 0.02): Mild frustration was caused by difficulty spikes, a desire for more map notes, and issues with speedrun achievements. Repetitive music and specific control quirks like the jump-to-dash mechanic also contributed to this feeling.
- Confusion (weight 0.01): Confusion arose from the game's unique and initially weird controls, as well as a general feeling of being lost and unsure where to focus within the game.
- Engagement (weight 0.01): Players felt engaged by the game's unique mechanics, compelling world, and well-designed levels. The lore also played a significant role in drawing players in.
- Love (weight 0.01): Love for the game was expressed due to its art, mechanics, and the overall positive experience, particularly highlighting the dynamic gameplay, movement, and combat.
- Interest (weight 0.01): Interest was sparked by the game's original and unique mechanics, particularly its movement system and aesthetic, making it an intriguing experience for players.
- Surprise (weight 0.01): Players were surprised by the game's unexpected quality and innovation, often noting that it was not as widely discussed as it deserved. The game's departure from a relaxed Metroid-like experience also caused surprise.
- Amusement (weight 0): Amusement was specifically caused by the aggressive and entertaining personality of the character Doomblade.
- Sadness (weight 0): Sadness was expressed due to the game's perceived lack of attention and the potential for poor sales, despite its quality.
- Curiosity (weight 0): Curiosity was piqued by the game's chaotic gameplay, prompting players to explore and understand its dynamics further.}