I just noticed I never ported this review from a couple years back to backloggd. As I guessed at the end, I did not remember much about the game! Anyway, on to the original review.

Archvale is what it says on the tin -- a bullet hell RPG. Basically, take some twin stick gameplay like Enter the Gungeon or Nuclear Throne and wrap it in 2D Zelda-esque room exploration, and that's your game.

The combat is solid. Enemy attack patterns are hectic but rarely feel unfair. There's enough variety in the weapons and build options -- achieved through weapon, armor, and Paper Mario style badge system -- to keep you entertained for the 10 hour runtime. I wasn't a fan of the badge shrines that required you to dodge increasingly difficult bullet patterns without getting hit. The ones late in the game are fairly difficult, but not required, so I just skipped them. I also didn't care much for the platforming portions in the dungeons, since the dodge feels just a bit finnicky on a controller, but they weren't so prevalent to really bother me.

I think the game missed the mark in terms of exploration. You're free to go to zones out of order, which made for some really fun runs of trying to survive long enough to get to a later game town and unlock powerful equipment early. Unfortunately, there's not much in the way of interaction with the environments. There are no hidden areas to look for or puzzles in the dungeons or even bits of lore scattered about, so you just kinda go from screen to screen killing (and very occasionally platforming).

The pixel art and music are well enough done, though nothing was particularly memorable.

All in all, Archvale was an experience I was happy enough to have. I probably won't remember much about it in a year, but it was an enjoyable enough 10 hours.

Reviewed on Apr 09, 2024


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