Reviews from

in the past


Um bom metroidvania para iniciantes. O combate é simples mais gostoso e o sistema de parry é muito op quando você o domina.

O jogo tem uma arte linda que junto com a trilha sonora causam uma ótima ambientação. Meu único problema pessoal com o jogo, foi a falta de fast travel e não ter marcação no mapa, o que me deixava perdido as vezes, mas nada que incomodava demais.

No fim, como alguém que começou a jogar recentemente e esse sendo o segundo metroidvania que já joguei, posso dizer que me divertir muito com o jogo.

Pequeno demais, mas, divertido

Short and sweet. A good Sunday afternoon game. Tight controls, engaging combat, and the story ends up being quite touching for all of its brevity, with a healthy dose of darkness and moral ambiguity under the hood. I miss the pixel art and more expansive world of Reverie Under the Moonlight but this definitely warrants a playthrough or two.

Não achei a história muito interessante, a gameplay é ok, porém não tem muitas habilidades para desbloquear. Diferente dos Momodoras, esse jogo tem os gráficos em 3D, mas pessoalmente não gostei muito dos modelos dos personagens e das animações, mas não chegam a ser ruins. O combate se manteve o mesmo dos jogos anteriores mas agora da pra bloquear e refletir ataques e trocar de armas o que é interessante, além disso o jogo é não é tão difícil assim, mas possui new game+ com dificuldade aumentada. A trilha sonora é muito boa, porém achei as musicas temas de bossfight meio sem graça. Enfim, o jogo é bom mas poderia ser melhor em alguns aspectos.

The booba animation is on point.

Also, game good


Another solid entry into the Metroidvania genre by the Momodora developers. It's biggest flaw is that no one part really stands out-- good or bad. It's much like a sweet treat: I enjoyed my time with it yet I can't really remember any part of the experience in particular.

good game
im going to get second ending
UPDATE
done my second ending!!!!!
just going to get remaining silver coin and no damage boss items!!!

rdein and crew truly have the perfect formula for a lean, gorgeous, and satisfying metroidvania. They're just true masters of gamefeel and tone to the point where I have a hard time imagining them dropping the ball in the future. The only mechanical complaint I have is that the bosses are too straightforward to really stretch your legs with the combat system and feel it at its fullest. I'd like to see the Poeme fight be a model for bosses in any potential followup to this, as it felt the richest and most involved.

This one leans much harder on narrative, and it honestly pulls it off despite being a simplistic tale of religious intolerance. The setting is so well-realized and the insights in dialogue and archives point in so many different directions that it truly feels like just one piece of something massive that I would love to see expanded upon.

Después de Momodora le tenía muchas ganas a este nuevo juego, pero la verdad es que me ha decepcionado en todo. Lo bonito que me parecía en el tráiler pronto se viene abajo con unas animaciones repetidas hasta el hastío sin haber gran número de ellas. El gameplay consiste en dar con la espada rápido, o en parar un golpe y que el personaje vaya matando solo. Por supuesto esto es algo que vieron los devs, así que decidieron poner bichos donde debes pararlos 4 golpes o más para matarlos. Y tampoco es un parry ajustado, la ventana es amplísima.

En cuánto al mapeado, intentando ir rápido y sin conseguir mucho, he completado como 32/40 monedas, así que con eso ya lo digo todo teniendo tintes metroidvania. Monedas que no he usado, pues no tiene mucho sentido gastárselas en ataques peores, cuando el gameplay es: Si paras o ruedas, matas. Si no, te quitan el 70% de la vida de 1 torta. Y tampoco creéis que matan mucho, el boss final me ha costado más (aunque ni sabía que era el boss final). Porque esa es otra, la historia, que entiendo que está, es contado de manera muy superficial y me da igual que nuevo personaje en tetas sea mi amigo o enemigo.

En general, muy decepcionado. Si queréis un juego bueno de la misma empresa, iros a Momodora.

Comecei com um certo preconceito contra esse 3d, mas quando joguei percebi que nem é tão ruim, não chega aos pés do que é momodora, mas é legal a beça

It's good, I had fun, but it's missing the charm that Momodora 3 and 4 had

The church is evil in this game too.

When this game first came out, I couldn't get into it. I hated it. But 2 years later, after I'd mastered Hollow Knight and Blasphemous, Minoria became absolutely do-able.

Really I just hated soulslikes, 2D or otherwise. I dropped 3000th Duel so quick you wouldn't even BELIEVE it. I still think that game sucks tho. Kinda dumb to like it.

Minoria is pretty light on the Metroidvania elements, I made it through with only one real movement upgrade and a couple swords. The souls aspect is extremely heavy, but luckily there's nothing to retrieve when you die, so when you journey off to a part of the map that ended up having a single 300XP flower, you can just die in 3 hits and go back to your save.

I dunno, I like this game more than I did, but all in all felt like it was just okay. Pretty short too. Can't wait for the next Momodora though!


This game is beautiful! The rabbit to all players who love difficult games and who want a challenge!! The controls are very simple and easy to learn. The story is simple but very good and there are also dialogues that depending on what you answer will change something. The only flaw is that the game is rather short, although you can start to the most difficult game again when you are finished.
Can't wait for the Momodora Moonlit Farewell

I like this game because I'm such a big fan of metroidvania games. But this game here will do its best to test you when you play it! The game is pretty to look at. But this game holds no punches especially in the boss department! It's short but does its job well.

Great game, it's a lot like its predecessors. Parrying feels great if not too overpowered, and combat is overall improved from reverie mostly. A few nitpicks about the combat though, sometimes I would hit a parry and still take damage. For how responsive you are, the enemies are not as responsive. This leads to bosses kinda feeling underwhelming because you can schmove all over them. Some passive abilities you pick up are TERRIBLE. Like absolute dog shit. Some do things like reduce damage by 4%. 4!? What in the fuck is 4% reduced damage gonna do? One ability gives your melee attacks a projectile but if you use it with the mace weapon, it just doesn't work. The art is also a downgrade, not to say that this couldn't have worked, but it looks pretty terrible up close. The game also has a nauseating habit of zooming in and out way too often. Reverie looks so good because the animations are so smooth and fluid but here, they aren't really fluid at all, in fact they're pretty choppy. My last complaint is the music. It's so abrasive and loud, also it's not really balanced right. Like some areas music is way louder than others. I turned it down to 60% and the rest of the audio settings were at 100%. Otherwise though, this is a relatively same experience as reverie. I wish reverie had the number of enemies this game did but otherwise, I would choose reverie. Still a solid time though, with more dialogue and more story focus. Not too much though. Try it out, it's good.

went for a second 100%, this time getting all the nohits on the base file instead of just equipping the frailty incense on ng+
i think this games main issue is that it wants to pretend to be a soulsvania when in reality its a 2d hack n slash. just by merely going about my day, i was hitting some absolutely disgusting combos. you are an unstoppable vortex, a flowing river that sucks enemies in and leaves them in tatters. you will get absolutely destroyed by the dinkiest attacks, and it is wholly deserved. once you truly get into the games flow, getting hit is a mark of shame.
another thing that bothers me is how completely useless the air dash is. the double jump is so absolutely insane that with the brunhilde/fennel sword you can hit every single airdash jump without it.
i appreciate rdein trying to tell a story thats a bit more complex but having both endings kinda suck and the one thats implied to be the worse ending being actually better is kinda stupid. silver coins are an absolute bitch to get btw.

i hope if bombservice ever makes another game similar to this, there'll be a combo counter or something. i think this game would be a lot better if it really clung to the offensive combat. idk if i can recommend this game, but i think its worth a try for the $8 it goes on sale for or the humble bundle i double dipped for this on. just be warned that before you really get into the games flow (should start hitting right before you get to the second boss) you will get absolutely rekt

Played this twice in a row on launch night because I was on a Momodora spree at the time. It's pretty good throughout and some moments/images stick out, but the new animation pipeline, the lack of polish and slightly-too-conservative design push it just one level below Reverie Under the Moonlight.

- short and sweet around 5 or 6 hrs of playtime
- beautiful arts
- looks cute but had a dark story and tone
- good exploration and progression
- soul-lite mechanics

*no cloud save. thats a bummer

SOLID 8/10

As a metroidvania it's fine. Does all the things correctly.
Enemies towards the end get super tanky for no real reason. No way to increase damage output really.
It's..fine, it's just fine. Doesn't have the polish of the other momodora games.

Minoria is so very complicated to discuss because in a vacuum, it's a lovely quaint experience that doesn't aim too high. But as an Rdein game, it falls so short of past games like Momodora III and Reverie Under the Moonlight in terms of overall design, polish, depth, postgame content, and its newfound obsession with balance over reasonable-feeling damage tables or fun combat interactions.

I don't want to spend tons of time here picking apart all my individual mechanical issues with the game (that's what the upcoming video will be for, in part), but I can't overstate enough just how much I mean those complaints: Hitboxes are clumsy in the new visual style; our best friend from Fromsoftware, "I parried the attack and still took full damage somehow" is back and more insufferable than ever, for example. You have estus-style consumables just like Reverie before it, but unless I'm somehow missing extremely obvious things, there's not a single interesting interaction between them, and they all exist to either simply do more damage or otherwise be useless in strange ways (for example, one flawless boss reward does a single attack at the cost of health, which obviously doesn't help you in your flawless boss journey).

Every boss and many enemies take WAY too much hits to kill (there's a flat EXP and leveling system that seemingly exists just as an experiment), with every "do extra damage" buff you can equip being as stingy as possible: If I remember correctly, the most you can boost your damage is upwards of double, compared to Reverie giving you the ability to boost your damage upwards of four times, and that's on top of genuinely highly powerful spells that you can use to satisfyingly finesse enemies just about instantly, if you know what you're doing. Was that overpowered? Rdein seems to think so, but I would argue no, not when executing those obliteration scenarios still take real skill to pull off.

Topping all this off, postgame content is a pretty serious disappointment in my opinion: In Reverie, the additional difficulty you could unlock truly felt befitting of its "insane" moniker, and the different spell interactions meant you could mix and match them for interesting strategies if you eventually went for flawless boss runs. This made the game feel endlessly replayable, and I STILL want to go back to play more even though I've wrecked that game so many ways over the past few years. But in Minoria you get a new game plus that boosts enemy damage and player EXP gains, and that's it. You do get the flawless boss items for free this way, which is nice for casual players who want to see what they're all about. But NG Plus is so impossibly easy, with the increased enemy damage (even ignoring that it means nothing if you've already learned how to flawless bosses) simply not even trying to keep up with your power as a character. This makes NG plus a victory lap, which again, is fine for people who like that, but it leaves those who want more of a challenge like Reverie provided wanting for much more.

Part of me wants to cut Minoria slack because it's VERY obvious Rdein treated this more as a testing ground to experiment with new ideas, like the VanillaWaresque combat or 2.5d visual style. And that's an instinct I don't want to condemn as invalid, but on its own it doesn't make for a great game either, especially when past experiments like the original Momodora trilogy felt like they were bustling with interesting ideas. Minoria simply... isn't, just feeling like a poor-man's version of both the developer's and others' past works, as mentioned above.

At least the sadpunk charm is still there, though. I'll always be here for that.

PS: I didn't but this in the main body of the review for pacing reasons, but I do want to call out Minoria's hidden level 1 (well, level 5 actually) challenge run. If you go immediately left from the starting room and do a simple jump trick, you can get a passive piece of equipment that prevents EXP gain before you fight even a single enemy, effectively allowing you to do a no-level challenge run. I have not done this yet, but I intend to do so soon, as well as a "stripped" no-level run where I don't collect a single thing and hence get to start with a fresh level 5 character on NG plus with its more difficult modifiers. But like, you see what an annoyance this is compared to Reverie, where doing challenge runs is as simple as booting a new game on Insane mode and then playing with whatever stipulations I choose to? The hidden no-level run gear is pretty cool, but having to do an entire additional run while carefully not picking up anything just to get to an actual increased-difficulty mode with a starting character is such a headache. Either way, I'll report back on it whenever I actually do it.

Bit of a step down from Momodora 4, but it's a decent, albeit very basic metroidvania title. The parry move is pretty satisfying to pull off and there is a bit of variety with the incensories, but there's nothing mind-blowing as far as gameplay goes, the plot has some interesting themes being set during a witch hunt in the church's inquisition, but the narrative is painfully predictable and doesn't go much in-depth on that kind of stuff, though the unique art direction and the soundtrack give it some good atmosphere at least.

extremely basic metroidvania by todays standards. The game is extremely short though so beware.

Love the characters, slight problem with the game that it's either way too easy or way too hard. If you beat the bosses without taking damage you get very powerful items that, if you colect enough of them, can pretty much kill any boss without even getting close to them

This one feels like a bit of a mixed bag after Momodora: Reverie. On one hand, I love the concept art and the backgrounds, but the characters themselves ended up looking very stiff. Rather typical for a studio's first attempt at a hybrid 2D/3D style, though, so I don't think it's a complete loss. Once they figure out the animation side of things, I think they could have something very nice there. Arc System Works sure has proved what's possible.

As a Metroidvania, however, the level design didn't feel quite as inspired as Momodora. I actually like that it refrains from having frequent difficult platforming sections, instead focusing more on combat, but that does make the traversal upgrades you get feel very underused. Still, it was enjoyable. The parry/counter system was a nice addition to the combat flow that makes the overall pace of fights faster and more in-line with what my monke brain wants.

Oh, and a note on the story. I think a significant amount of the major weight of the plot is probably found in the archives you pick up. But I never read them because monke brain was engaged 100% of the way through. However, that felt more intentional than when AAA games usually do that, because the atmosphere of the environments I felt told enough for the type of game it is.

Overall, I'm a bit underwhelmed but I enjoyed it. And, like Momodora, it's a short experience that doesn't overstay its welcome. Worth trying on sale if you already like these types of games.


If you expected that a game whose name literally translates to "minority" would feature social groups that aren't just fetishized white women, you're wrong.

i loved it but i also cant shake feeling disappointed by how much ground i thought was still left to be covered that just...kind of wasn't? not in the narrative/character sense even, lots of red-herring items, and lots of missed opportunities with how wild the movement can get. once i realized i could chain a handful of moves together to get way higher than i was supposed to my brain started buzzing but outside of a small easter egg it didnt really amount to much, although maybe i'd feel differently if sequence-breaking was on the table. idk! i got the "good ending" on my first run through, took me just shy of ten hours, and was looking for juuuust a bit more out of it. ah well though, like i said it's still excellent

Art style is meh, and mechanics are kinda floaty and meh.

It's okay! As a spiritual successor of Momodora 4, I think it falls short in quite a few areas, I think the overall action is not as snappy as its predecessor, and parrying is way too overcentralized, I think it makes up for it with a few fun boss fights, a fun enough game feel and an amazing atmosphere. While I do prefer Reverie under the Moonlight by quite a bit, I still think this is a solid metroidvania overall.