Record of Lodoss War: Deedlit in Wonder Labyrinth

Record of Lodoss War: Deedlit in Wonder Labyrinth

released on Mar 27, 2021

Record of Lodoss War: Deedlit in Wonder Labyrinth

released on Mar 27, 2021

Record of Lodoss War-Deedlit in Wonder Labyrinth is a 2D-syle Metroidvania (action-exploration) game based on Record of Lodoss War. Immerse yourself in the gorgeous pixel animations, and take advantage of abilities such as swapping weapons, and get help from elemental spirits on your journey to solve the arcane mysteries of the labyrinth.


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Un mini Symphony of the Night. No sólo porque sea un Metroidvania sino porque sus guiños e inspiración no se pretenden ocultar. Aunque su parte más carácterística es el gimmick del uso de dos colores de ataque, a lo Ikaruga, y unos boss battles realmente caóticos y desafiantes.

A fun if somewhat inconsistent castlevania knock off. I enjoyed it for the most part, but a few of the bosses got old very quickly and of course there's a fucking boss rush before the final boss.
It's got a nice art style and there's some mini games and a fun amount of exploring. Feels a little stripped down but scratches that (I wish they'd come up with a better subgenre name) metroidvania itch.

I went into this game knowing next to nothing about what goes on in the greater Record of Lodoss War series, but that didn't stop me from having a hell of a time with a wonderfully-crafted, mechanically rich metroidvania game.
DIWL is at its best when making extensive use of its Ikaruga-like "polarity" mechanic, which allows Deedlit to swap between wind and fire elements to both absorb enemy attacks and exploit weaknesses. My only real gripe about the system is that it doesn't really get utilized until you're quite deep into the game, and once you really start getting the flow of switching to handle rooms with clever enemy formations, it's all but over. Bosses in particular shine bright, with one early encounter in particular driving the point home with style. I think the game could've benefited quite greatly from more keenly emphasizing that mechanic in general platforming challenges or traversal, but the promise was there and executed quite well.
Story, sound design and visuals are all top-notch. Despite having never touched any Record of Lodoss War media, the game doesn't really need a ton of prior information to enjoy; it manages to tell a pretty sentimental story over a pretty reasonably short runtime. If anything, I'm looking forward to checking out more of the series now that I've got a very (wonderfully wistful) taste of the world of Lodoss Island.
Easy recommend if you're a fan of metroidvania games. Runs about the length of a GBA Castlevania game -- titles I've also reviewed as part of the Castlevania Advance Collection :)

Really great action-exploration game, brings up some stuff from the setting outside of the OVA adaptation towards the end that could definitely be considered spoilers if you haven't read the novels and are planning on doing so, but overall the story mostly takes the back seat and the game is incredibly well-made; the combat almost feels like SOTN+ as the base, with Deed handling very similarly to Alucard with some great ideas for quality of life features like being able to aim your weapon straight up, down, and diagonally which isn't very typical for the later 2D castlevanias but welcome nonetheless as the game is very much designed for it.
There's also the mechanic of there being two elements that you can swap between that imbue your attacks with it's properties while also allowing you to absorb enemy attacks or environmental hazards of that element to regenerate MP. Attacking with one element will increase the level of the other, up to 3. Somewhat similar to how weapons in Cave Story work, if you take damage then the level of your currently set element will go down; with each level gained you deal increased damage and at level 3 will also slowly regenerate your HP. Enemies can also be strong, weak, or even immune to one element which does a good job of tying the tabletop RPG elements of the source material into gameplay; there are even elements outside of the main two, however they're mainly used as quick gimmicks for some extra spice rather than core mechanics like wind and fire are. This extra dimension to the gameplay elevates the combat to the point that I think it really is going for metroidvania (as in, the exploration-focused castlevania games) but better, and I think it really excels there.
Unfortunately as is the case with many indie action-exploration games it doesn't quite deliver on the scale or nonlinearity that one might expect from a more ambitious game aiming for a Metroid or a Castlevania, but what is there for the world map is built quite well, even if it may be lacking in significant backtracking, Deedlit in Wonder Labyrinth more than makes up for it's shortness with the character of it's 2D pixel art and animation and the fantastic soundtrack, with some of the most well thought-out combat design in any of the similar games within the "metroidvania" genre I have played.

Brilliant metroidvania. Beautiful, plays like a dream, good OST, great bosses, mechanically rich with a pretty nice weapon variety. But to be a perfect one should be a bit more dense in its areas, have more backtracking, felt less linear, have more enemies. I really want to see the next game from this team though.

Incredible metroidvania (leaning a bit more towards the vania)