Reviews from

in the past


It's like if Tunic was a real video game. I'll admit I haven't played Hades yet, but so far this is literally the only "isometric souls-like" to be literally any good.

Me and Pothead was fuckin it up at grannies mansion ya heard

Graaaande Corvinho Souls.

Um jogo muito charmoso e gostosinho demais de jogar. O desafio dele e o loop de gameplay foram perfeitos pra mim nesse momento, não era difícil demais pra me frustrar e nem fácil demais pra me desanimar (e graças a deus não tem corpse run). Foi ótimo pra desligar a cabeça, e até jogar ouvindo podcast em alguns momentos.

Ele não faz nada espetacular nem diferente. É isso ai, explorar umas dungeons, desbloquear caminhos e poderes, lutar com inimigos e chefes, encontrar uns segredos. Tudo padrão. Mas é tudo muito agradável e bem feitinho. Não é um jogo que vai explodir a sua cabeça, mas vai entreter demais.

Minha única crítica é com o sistema de progressão de habilidades dele, nunca senti diferença real ao aumentar força, destreza e etc. Parece que você fica 0,005% mais forte e essa parte foi frustrante.

A história também é simples mas achei bem efetiva, com uns momentos legais.

Enfim, delicinha de jogo.

I should like this game a lot more than I did, but unfortunately with no real special mechanics it all feels like well trodded ground. I like the aesthetics a lot but it's not enough to carry the experience and I found myself more annoyed than anything at the various challenges. That fat piece of shit with the mace can piss off into a volcano for a thousand years.

Joguei 40 minutos e não aguentei. O combate é maçante, o jogo é lento que chega a ser chato... já me falaram que o jogo fica melhor depois de um tempo mas algum outro dia eu volto nele e dou uma segunda chance


A really over-the-plate game. If you like Zelda-y worlds and collectibles and Souls-ish combat challenge then there's certainly a lot to find enjoyable about Death's Door, but it's hardly bringing anything new to the conversation. A pleasant time if you're looking for something to play, but not a must play in a world where new unique experiences are coming out every week or two.

Mature themes with a cute art style and tongue in cheek humor - My kind of game. Was very surprised that there was a ton of blood splatter in it. I'm not complaining, just didn't see it coming given the overall cartoony-ness of it all.

The combat is barebones but not simplistic, found myself really enjoying it the more I experimented. Bosses are varied, areas are memorable, difficulty is balanced. An all round pleasant experience, would recommend.

Mushroom Dungeon theme is a masterpiece.

Packed full of charm and wit, Death's Door is a fantastic souls-like that plays to it's strengths and doesn't waste a moment of your time. It may be difficult at times, but the game provides enough variety and surprises to make sure you always want to push onwards.

Even though it's a game that usually falls outside of my enjoyment of narrative games, Death Door drew me in with its exacting combat, inspired art style, complex world design, and rockin' soundtrack. I fell off in the middle of my playthrough due to a difficult boss timed perfectly with me leaving for vacation, but a simple musical cue from the game played during a podcast I listened to brought back an overwhelming desire to come back to the game and see it through (yes, the score is that good!). I am so glad I came back, as the relatively simple story still drew me in as it received most of its development in the final fifth of the game! I highly recommend this game for anyone looking for kinetic, dodge-based combat set in a visually distinct world to a sick score!

To be honest this game has a really good art style and music is really good, I even liked the story and I ADORE this crow BUT the lack of a good healing system brings it all down for me. Fighting system is interesting with a lot of patterns which you can learn and follow but honestly, no healing (except for finding pots) takes the fun away and instead makes it frustrating and sometimes you just want it to be over.
All in all, healing is the biggest flaw of this game and it made everything else less enjoyable and fun than it really is.

A great indie that's reminiscent of Dark Souls but still manages to feel unique. The art style is incredible, the world is a joy to explore and each character has a fun, distinct personality. The final boss, and the way you upgrade your health and magic, bring the game down a notch, but those are the only gripes I had during my playthrough

Very cool boss fights, but the rest was ... meh

This may be a case of too high expectation as this was on everyone's GOTY list, and while I am enjoying it, I'm having a hard time really getting into it. I'm not a big fan o metroidvanias in general so I'm not exactly an expert but I feel like there's something I'm missing from truely understanding the appeal of this game

It is however beautiful, funny and challenging

This game is so tedious and boring it's insane. Every area is the same 4 enemy's and the difficulty in this game is just to spam more enemy's. I’ve fought the same mini boss 5 times with just the 4 other enemy’s next to it. Gameplay aside the puzzles and map exploration are boring and take no effort as well. The weapons are almost the same at the end they do almost the exact same dps/s. At the end the only thing going for it are the visuals, although they are not incredible either.

75% - Two people made this, I struggle to make dinner AND I have a way less fun time doing so.

It's easy to see the game that Death's Door wanted to be. Bleak, melancholic,challenging, sardonic. Doors as starting points, checkpoints. Literal pots for healing that reset on use of those doors, only for use outside of combat, with said combat being deliberate, focused on dodging and striking when it's safe, being careful to not get caught off guard or lose control of enemy crowds. Given all that, it's not hard to imagine that the souls you collect might have been dropped on death, possibly regained with a corpse run. The roots are clear, but they've been eroded, the decision having been made to make the game into something more approachable at some point.

The humor now gives way to occasional outright goofiness. The combat is more forgiving, often coming in set waves that need to be cleared only once. Unlockable shortcuts abound, allowing you to skip most of the trek back, avoiding enemies that may get in a lucky hit here and there. Doors are plentiful, the aforementioned changes making their use and the resultant respawning of enemies far less taxing. This new game is easier, more inviting, a bit more relaxed.

But it is also, in the end, still a good game. A very good one, even, with the changes pushing it closer to Zelda and further from the Souls series. Exploration is fun, encouraged by those shortcuts, and meaningful. The overworld itself is like a dungeon, but without succumbing to the fiddly tediousness that plagued the maps of Oracle of Seasons and Ages. Outside of some pure collectibles, everything is worth finding and almost everything is missable. Currency is doled out by exploration and combat, with the former paying out at just the right rate to always make it worthwhile, while the rewards you can buy are incremental enough to not make scouring for it an active demand. Upgraded skills are significant changes that are worth the time to find before the usual end game sweep. Weapons are different in more subtle ways than might be expected, but each fills a niche.

Meanwhile, combat is fun, somewhat simple in the way games often are when they take inspiration from classic Zeldas but still engaging enough, with those gated waves ensuring that the overworld doesn't become a combat slog while still putting up a bit of a fight the first time through. Bosses are fun and engaging, minibosses are just the right difficulty. The final boss is toned down from what was surely its original difficulty, given checkpoints for its nearly 10 phases. Afterwards, the game gives you tools to find the things you missed and a postgame that encourages you to look for them along the way.

So: it's hard to be disappointed by the game Death's Door became, even if it's difficult to shake the feeling that the end result straddles two concepts and comes out a touch weaker for it.

Full Review + Trophy Review and Tips Below

Death’s Door is the perfect balance of difficulty and fun. This creative adventure is expertly designed and takes clear inspiration from games within the soulsborne genre. You’ll dodge and slash through waves of enemies as you explore each area, taking out mini bosses, discovering hidden paths for upgrades and battling end level bosses.

Inspiration is the key word as the developers opt for some tweaks in design as your inventory is nonexistent which means healing is only available at certain locations and with the use of a seed that you plant. Additionally, you don’t lose any of your progress upon death however the enemies in the world will reset.

I played the entire game with just the umbrella which is the weakest weapon in the game however I did not find that the difficulty was overwhelming. Like a good soulsborne game, you are rewarded for you patience in enemy encounters and using your dodge to properly set up your next attacks. The gameplay is extremely tight, and I never felt that I died for any other reason except for my own mistakes. The satisfaction of progressing through an area or taking out a boss after multiple attempts always felt like a victory well earned.

If you’ve been interested in soulslike games but have been turned off by the difficulty, I highly recommend this game as an entry drug.

I loved every second of it.

Trophies
Difficulty: 4/10
Time: 15 hours
Trophy Guide: Not Needed (But Helpful)
Trophy List Score: 8/10

Great trophy list.

I appreciate that the trophy list is designed to allow the player to achieve all the trophies in a single playthrough. Most would probably recommend 2 playthroughs, which would allow you to take advantage of all the weapons available in the game. The reason for that is due to one trophy, Umbrella Academy, which requires you to beat the entire game using only the Umbrella as your weapon. The Umbrella deals .5 damage and is the weakest weapon in the game.

My only recommendation for the trophy list would be to have more trophies awarded for game progression. I didn’t pop my first trophy until I was well into the game and after that they were few and far between. I didn’t earn most of the trophies until the end game.

Tips:
- Focus your skill upgrades to Weapon Damage and Magic. Although you are only able to use the Umbrella, all magic including bombs and fire are fair game. They deal quite a bit of damage and will make enemy encounters more manageable.
- Explore! I found all 50 seeds and pots simply by playing the game and checking every corner/smashing every box.
- If you beat the game and don’t have all the seeds you can enter a section and look at your garden trowel in your item’s menu. If its glowing blue, there is still a seed in the area.

Happy Trophy Hunting!

Beat: 2/15/22
Time: 15 Hours

This was a really special meal no doubt. Just needed a bit more salt......and some sauce........and French Fries on the side would've been nice too !

Areas too big and the crow moves too slow, I was dodge rolling everywhere just to go quicker. Combat is boring as sin, three hit combo spam with very little else to do. I'll admit, coming into it knowing this has won GOTY awards has probably tainted my opinion, cause I was expecting so so SO much more. But all it really did was buy it an extra hour of game time whilst I went "no, people love this game, I should stick with it" to no avail. Rubbish. I don't understand.

Brilliant, charming game. The visuals are so stylistically chunky and textured, with a nice creamy coloring to everything. I love its isometric Zelda/dark souls hybrid exploration and combat. The plot and dialogue are genuinely funny and somewhat thoughtful about mortality too, with a light touch. Fantastic length too, with some optional post-game stuff that still doesn’t feel like it’s overstaying its welcome.

I'm not saying this game is bad. It's fun, it's a fine game. But that's all it really is to me, fine. I'm about 50 % in of total game completion atm, and let's go down the list.
The bosses? Really nothing special.
The difficulty? Apparently some people really struggle, but to me it's super easy. I have 24 seeds that I haven't planted because I don't really need the health going through the levels. Just don't attack when it's obviously a bad idea, stick and move a little, and use a lot of magic arrows. Being easy isn't a problem, of course though, but it's a very simple action game.
You have a simple few-hit combo, a charge, and a hard to use dodge-roll attack, plus the magic. And all the upgrades this game gives you either stat-wise or through new magic and weapons won't radically change anything. I wish it had couple of different combos ala DMC 1 with diff timings. Or charging your weapon with diff timings does something else. Or the weapons actually changed your attack more.
You don't have any bullet-hell kind of action so your spatial awareness or positioning doesn't actually have to be that good. The game doesn't really pressure you with too many enemies. And the bosses aren't gonna be aggressive or fast like Dark Souls or Hollow-Knight (and there's only been 2 bosses so far, and the frog guy kinda just sits there and throws bombs at you.). The biggest curve-ball is that some enemies have some delayed attacks, or poor tells between their 1 and 2 hit combos.

The music is fine, but isn't the best you've heard, and the style of the game is nice, but not ground-breaking. The writing doesn't have a lot to it. Just like in terms of design, Urn Witch has a much better story than the Frog King.
And lastly, the dungeon: Most of the puzzles in this game involves finding your way to a vertical spot in a room from which you can light a torch from afar, and things like that. They aren't exactly high-tier puzzles, but I like them, keeps the flow going. The layouts are fine though, and the enemies are good.

I really wish this game at least had better movement. You spend so much of this game just dodge-rolling just like you would in 3D Zelda. Your new abilities just boil down to new barriers you can unlock now, sometimes through back-tracking. And you can't go out of order in the game either because harder areas are blocked by things you can't open yet, like not being able to bomb a cracked wall.


I was really really looking forward to the game, but it's just kind of alright. I'd recommend some cooler action games instead of Death's Door, and I'm just kind of confused why there's such a big love for this game now that I've had gotten around to it.
(Review copy-pasted from my steam, lol)

Iniciando pelos gráficos, a direção de arte deste jogo é verdadeiramente impressionante. À medida que você avança na aventura, fica evidente o cuidado e a expertise dos profissionais responsáveis por cada detalhe.

Quanto à jogabilidade, poderia ser descrita como uma versão isométrica de Dark Souls. As hitboxes são precisas, não deixando margem para falhas na mecânica do jogo (se você falhou, a culpa é sua).

A curva de aprendizado é constante e desafiadora. A cada hora investida, novos conhecimentos são adquiridos, tornando-se essencial aprimorar suas habilidades mecânicas para progredir.

Os chefes são um verdadeiro destaque, com uma programação excepcional e batalhas criativas que se destacam não apenas pela jogabilidade, mas também pela direção de arte incrível. Por exemplo, na luta contra o Rei Sapo, ele literalmente manipula o cenário para te surpreender. Um dos momentos mais marcantes foi a batalha contra o Senhor das Portas, que exigiu um controle preciso das minhas ações e me ensinou a controlar minha avidez para maximizar os golpes.

Quanto à narrativa, o jogo adota uma abordagem semelhante à de Dark Souls, com uma história que é contada de forma não intrusiva. Se desejar, você pode se aprofundar em um mundo de histórias envolventes, mas não precisa se preocupar com diálogos longos e maçantes, pois o jogo acerta em não sobrecarregar o jogador.

Recomendo este jogo sem dúvida alguma. É um projeto indie completo, sem pontas soltas, que certamente proporcionará uma experiência gratificante e desafiadora.

I noticed a feeling I have when playing certain games that comes close to 'coziness' or flow. When the movement mechanics are perfectly tuned, the exploration finds the perfect balance for challenge and frequency and the game is polished to the level where you can just let yourself go completely because you are enjoying every step you take. This feeling usually leads me to spend as much time in these games as possible and tedious completionist activities flip to delicious extra juice to squeeze out of the most refreshing fruit. Well, this is certainly one of those games.

Death's Door oozes in polish and uses the third dimension to the full potential in a traditionally flat 2D genre. Style is certainly substance in this case, from fancy cinematography, beautifully layered and detailed dioramas forming a deeply intertwined and intricate level design and world to just hilariously bold title cards rivaling the ones in Control. The balancing act of humor and ernest, heartfelt storytelling works out perfectly in this bleak but intrinsically cheeky setting - you are a soul-reaping crow wielding a glowing sword arriving by bus at an office building greeted by Baul Plart after all.

Something I have to give games the highest credit for is respecting the player's time and dedication. You have an abundance of collectable items to collect and puzzles to solve but you get the option to get hints at various points that don't spoil the solution but relieve the player of needing to backtrack endlessly and should you decide to stick around after the ending and poke a bit more into the game, you will be rewarded for your time not only with a satisfying True Ending but also with great surprises and twists along the way.

es lindo y muy entretenido eh pero podrían haberse esforzado un poquito más con los bosses porque en comparación con el sapo los demas bosses se ven un poco aburridos, menos el "ultimo" que directamente es una pija.
los poderes que desbloqueas se usan exclusivamente para hacer puzzles y bueno un poco de daño a distancia, a excepción de -justamente- la pelea del sapo, donde podes usar las bombas para stunnearlo en un par de ocasiones.
y aunque me guste tener cosas que investigar y descifrar en este tipo de juegos, es ofensiva cantidad de backtracking para sacar el final verdadero que encima lo chorearon de fullmetal alchemist.

O jogo acerta bem no visual, trilha sonora e level design bem conectado, com atalhos certeiros pra não se tornar massante e segredos por todos os lados.

Mas pra mim o erro está no seu foco em combate que é o ponto mais fraco disparado do jogo, exceto alguns bosses interessantes, o combate não ganha variedade nem com armas diferentes, a única coisa que muda é a velocidade de ataque (coisa de milésimos de segundo de diferença), e um pouco de dano a mais ou a menos, mas nada disso muda verdadeiramente a gameplay. Os poderes também não fazem muita diferença, exceto o do gancho, mas diria também que ele não ajuda tanto, ainda mais vindo somente no final do jogo, acaba que os poderes são variações mais rápidas ou lentas de algo que você joga no inimigo. Sem falar que o mesmo acontece com os inimigos do jogo, enfrentamos os mesmos até o final, com pequenos aumentos de força e velocidade, mas sempre a mesma coisa.

Outro ponto que me desagradou no jogo é a progressão lenta e praticamente inexistente. Demora muito para conseguir comprar melhorias, mas elas são tão bestas que se tornam imperceptíveis. Não muda quase nada do início do game para o final. Outra coisa que é difícil evoluir é a quantidade de vida e mana, isso só pode ser feito com muuuuita exploração, e mesmo limpando o mapa eu só consegui aumentar minha vida uma vez, mesmo estando no endgame.

E sobre a vida, morte e dificuldade. Não vi muito propósito na dificuldade do jogo. Não agrega em nada, apenas me frustrou muitas vezes. Sem falar que a movimentação não ajuda nisso e diversas vezes me vi morrendo por rolar pra fora do cenário no meio de bosses e no andar pelas fases.

O estúdio tem muuuito potencial, mas o jogo falha nos pontos principais. Quem sabe na próxima.

Vi gente comparando esse jogo à Hades, e passa MUUUUUITO , MUITO longe, Hades é exímio no combate, variedade e progressão.

I really, really wanted to like this game, but after a few play sessions I couldn't get into it. With this genre so crowded with truly remarkable titles, I couldn't help but notice how unremarkable this game was. One thing that was notable to me was the difficulty. If you really love the exploration of Souls-like games but want something that's less punishing this is a really good title.


Um bom jogo mas a falta de mapa torna a exploração bem entediante, ter que voltar por onde voce ja passou, mas não saber exatamente onde, pra ver se a sua habilidade nova abre algum caminho é uma das coisas mais chatas dos jogos.

Immaculate presentation and just pretty good in every other respect.

Where the fuck have I been again?

I woke up in a Denny’s Dumpster this morning and all I can think is that I’ve been knock knock knocking on heaven’s door.

That’s a damn good song.

Anyways, I think this is Virginia… or West Virginia? Whichever one has less virgins in it.