Jump to content
IGNORED

Death's Door - Isometric action-adventure from the makers of Titan Souls - Xbox/PC/Switch/PS4 - GOTY 2021!


Jamie John

Recommended Posts

9 minutes ago, Timmo said:

I don't know about this. I feel it could ramp up and it's stingy with health. You need to focus on not getting hit. 

 

Yeah, it's not 'easy', exactly. It's got Soulslike elements but it's a lot more forgiving. You don't lose all your souls on death, for instance, and there are lots of shortcuts, so if you do die then you can get back to where you were pretty easily. But if you arse about then you can get killed pretty quickly.

 

Anyway, I've just met 

Spoiler

Pothead. Definite Siegmeyer vibes coming from him!

 

Link to comment
Share on other sites

Took a break just before the boss of Cauldron Mansion. I like it a lot so far. It is more straightforward than I expected in that there doesn't, at this stage at least, appear to be much complexity to the puzzles or combat, but it's one of those games that goes down very easily. 

 

The soundtrack is absolutely fantastic, it goes without saying that it looks great, it's funny and full of character and it's all very polished and slick and pleasant. Looking forward to seeing where it goes from here.

Link to comment
Share on other sites

3 minutes ago, Majora said:

The soundtrack is absolutely fantastic, it goes without saying that it looks great, it's funny and full of character and it's all very polished and slick and pleasant. Looking forward to seeing where it goes from here.

 

Agreed on the soundtrack and the humour. Wasn't expecting it to make me smile as much as it has so far.

Link to comment
Share on other sites

I’m really digging this. Played 30-45 mins and it really does feel like an extended Zelda dungeon. Not too many enemies, but really easy to get complacent and die. The tone is very spot-on. Bleak. Futile. Gallows humour. It’s the hope that kills you kind of thing. The art direction is also lovely. Well worth the purchase. 

Link to comment
Share on other sites

7 hours ago, Muz said:

Am i playing a different game or am i just really shit at this? I must have died 50 times at the first boss

I died a fair bit as well. Attacks that move you into the enemy don't help.

 

Do enemies drop health later on?

Link to comment
Share on other sites

I don't know if you really need a map unless it opens up significantly later on. The levels are pretty linear and compact. There are little optional bits you might want to come back to later but the levels are compact enough and there's enough teleportation points that I haven't found it an issue. Also, Souls games don't have a map etc...😜

 

I would most like to see health bars for your enemies, or at the very least the bosses. That's my only real gripe so far.

Link to comment
Share on other sites

3 minutes ago, Majora said:

I don't know if you really need a map unless it opens up significantly later on. The levels are pretty linear and compact. There are little optional bits you might want to come back to later but the levels are compact enough and there's enough teleportation points that I haven't found it an issue. Also, Souls games don't have a map etc...😜

 

I would most like to see health bars for your enemies, or at the very least the bosses. That's my only real gripe so far.

 

I quite like the visual indication of how damaged they are from the red cracks they accumulate.

Link to comment
Share on other sites

2 hours ago, HarryBizzle said:

Can anyone chime in on how this runs on Series S? I think it might be my next game post Returnal, rather than Ratchet and Clank. 

A few frame rate drops, it's not perfect. I don't notice it most of the time, though. 

Link to comment
Share on other sites

3 minutes ago, QuackQuack said:

This is very good for supposedly a two person development team!

 

I would disagree with people saying it’s easy. It’s difficult enough to force you to concentrate a bit.

Wow, I had no idea it was just two people. 

 

There's stuff in the combat so far that a lot of multi million 50 team projects could learn from.

Link to comment
Share on other sites

44 minutes ago, Jamie John said:

I quite like the visual indication of how damaged they are from the red cracks they accumulate.

Thanks, I never really noticed this.

 

Just came across a clever puzzle in a room that immediately made me think of Super Mario RPG.

Link to comment
Share on other sites

1 hour ago, Jamie John said:

 

I quite like the visual indication of how damaged they are from the red cracks they accumulate.

 

Yeah it's a nice touch but still somewhat hard to gauge your progress. When I die to a boss I want to know if I was halfway there or a slither of health away so I can gauge if I really need to more cautious or not next time.

Link to comment
Share on other sites

I'm really enjoying this a lot.

 

The fact this isn't a roguelight, and doesn't have roguelight elements, and doesn't have any kind of random reward element at all, is SO refreshing. It's old fashioned in that way, and has way more in common with Bastion than most modern 2D overhead action games. It's much better than Bastion, though.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.