A dark and arid hellscape inspired by the likes of Metroid Prime and Dark Souls, Vomitoreum is an FPS Metroidvania set in an interconnected and nightmarish world. Explore a land that has been plagued with an eldritch infection, a horrible fog that blankets the world and turns it’s denizens into wretched mutants. Delve deep into the ruins of this plagued world and find a cure for this horrid blight. You are the Nephilem, a vessel born of cosmic ash and the churning souls trapped within graves. Created as a being able to survive the hellish environment and search for a way to make the fog recede, you will scour the lands in search of tools and weaponry that will be useful on your journey. The Nephilem’s end goal is to make the infection and the fog recede, destroy the horrible demons plaguing the land, and let life flourish once again.
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I only have minor critiques, and those would just add up to a close to perfect gaming experience. The weapons aren't super well balanced, so the shotgun pretty much sucks compared to the pistol/machine gun. Many of the bosses just come down to circle strafe and hold down the trigger. There is one boss that requires you to use the dash to dodge one of his attacks, and that feels really good. Most of the bosses' attacks can be pretty easily avoid just by strafing. I'd love to see more bosses require you to watch for telegraphs, dodge or jump to avoid taking damage. A couple of the bosses are pretty good, but most are pretty dull. Also the map is very rudimentary and not usually very helpful. You can't look around the map, and it's hard to see the little white blip that represents where you are.
Enemies don't respawn ever, which at first I didn't like, but the experience of traversing empty areas where you've already slaughtered every monster is its own kind of unsettling. I think, however, it would be better if as you get close to late game new, stronger enemies start showing up in old areas. You'd still get those empty moments, but it would make late game item hunting more fun.
It deals with some heavy subject matter in a way that feels more edgy than profound, but ultimately it's all in service of a solid story that is all of a piece with the disturbing aesthetic.
I thought it was good! Glad I picked it up.
there are really times where felt like it could use more work or it just didn’t feel that refined - some areas were a bit empty, there were a few times where it felt buggy or overly grindy or there were random death traps for no reason, and a lot of the bosses were just “circle strafe and hold down fire to win” - in general there’s not exactly deep inspiring combat. it’s definitely a game that just runs in the Doom engine - you even get the Doom percentage stat screen at the end of the game. the plot is a bit like a Dark Souls fanfiction and feels amateurish at times.
my big complaint is the design feels a bit boilerplate outside of the cool visuals - very workmanlike, which is fine! in that way it made me think a little of older indie game designers like Locomalito or Daniel Remar who sort of have a retro sensibility aren’t exactly doing anything revolutionary in terms of design features in their games or whatever (Locomalito literally advertises his work as “traditional video games” which is... lol), but their games still have a distinctive mark. tho it is less refined design-wise than the output of those designers. but still it’s obviously coming from a developer with limited resources and time - and that is part of the charm. it reminds me of a lot of 00's games in that way.
but if you're expecting something more weird or off the beaten path due to the visuals, you're not really going to get that here. i wouldn't exactly call it an essential play for that reason, even if there were individual parts i liked.