
Devoul- Curse of the Soulless is a metroidvania style game set in a dark and corrupted world. Follow the adventures of Gebriel, a demon hunter, and Lani his ghost sidekick, while they explore the cursed castle Cambriala seeking the infamous vampire lord Raizer.
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Languages: English
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A game to congratulate. The main character pulls you into the game either by the playability or with the story. The scenarios are diverse and wake up your attention - the music also. You can "play" with the time of the game and stay by the small games and quests inside of it. It's fun. I love it. I miss the times when games were made to leave something to the player. I miss games like this.
[quote]Para más reseñas como esta sígueme [b][url=https://store.steampowered.com/curator/36258042/]en nuestra página de Mentor[/url][/b]. ¡Muchas gracias![/quote] [quote][b]Toda la información acerca de la historia del juego, en el caso de que sea indicada, pertenece a lo dicho en la descripción de la página de venta o es según comienza el juego. No es ningún spoiler. [/b][/quote] [h1][b] HISTORIA [/b][/h1] Sweeping Avalanche Creations nos brinda un título indie tipo metroidvania que entretendrá a los jugadores amantes del género durante bastantes horas. "Devoul- Curse of the Soulless" está desarrollado por un sólo desarrollador presentando una historia que, pese a no ser original en estos tiempos, si que mantendra el interés durante toda la partida. Acompañando a Gebriel y a su amiga Lani (una fantasma) el jugador se introducirá en un castillo de bastas dimensiones en su busqueda del señor vampiro Raziel e intentar acabar con el liberando las tierras cercanas de ese mal. Si bien lo que parece una tarea simple y rápida pronto se volverá más compleja de lo que parecía teniendo que afrontar múltiples retos y descubrir el pasado de Gebriel, Lani y su relación con el castillo y con el propio Raziel. https://steamcommunity.com/sharedfiles/filedetails/?id=2508282378 [h1][b] GRÁFICOS [/b][/h1] El apartado gráfico de "Devoul- Curse of the Soulless" es tosco y simple, aunque haciendo justicia al desarrollador, se debe de entender que posiblemente no haya capacidades artísticas para realizar sprites más allá de lo que el título presenta. Si bien esto puede ser un punto negativo para muchos jugadores si se da la oportunidad al título ignorando este aspecto y disfrutando de sus mecánicas se encontrará una buena aventura. Pese a su tosquedad se tienen distintos mapas de las áreas del castillo y su zonas de alrededor, al igual que más de 40 enemigos distintos (aunque algunos de ellos usan el típico truco de los mismos sprites pero con el color cambiado). [h1][b] MÚSICA [/b][/h1] La banda sonora es, sin lugar a dudas, el punto más negativo del título ya que, pese a que posee distintas pistas para diferenciar las áreas, son todas muy parecidas y tampoco trasmiten ninguna sensación al jugador de inmersión. Las pistas contra los jefes son normales , no mostrando ningún momento épico en la lucha contra los mismos. Los efectos sonoros existen pero son también pobres, muchos enemigos no tiene efectos de sonido alguno, y en otros casos los sonidos se repiten entre distintos carácteres. Los ataques especiales tampoco tienen efectos de sonido que destaquen. Aún así y habiendo sido desarrollado por una persona tiene su mérito. [h1][b] JUGABILIDAD [/b][/h1] "Devoul- Curse of the Soulless" destaca en sus mecánicas de entre todos sus apartados. Como buen metroidvania se deberá de recorrer múltiples "rooms" e ir encontrando objetos que permitan avanzar a las siguientes áreas. Gebriel comenzará con su ataque básico, un ataque a distancia con su fiel boomerang y un ataque mágico de electricidad al frente de lo más efectivo. Las estadísticas de Gebriel se basan en Fuerza, Magia, Defensa y Astucia. Las mismas subirán un poco tras cada aumento de nivel de Gebriel aportando un sistema pequeño de los juegos de rol. Los enemigos aportarán experiencia que servirá para, lentamente eso si, subir de nivel. Gebriel puede aprender distintas habilidades especiales de entre tres árboles, Guerrero, Cazador, y Mago. Si bien se puede enfocar en una de las ramas, también se puede aprender mezcla entre dos o entre las tres aportando bastante personalización al jugador. Se podrán encontrar armaduras que mejorarán la vida y la defensa, al igual que almas de distintos tipos de enemigos (las cuales incrementarán los atributos), y anillos que otorgarán mejoras. https://steamcommunity.com/sharedfiles/filedetails/?id=2508282174 Para poder realizar los ataques especiales se poseen distintos indicadores como Resistencia, Mana, y Herramientas. Con cada aumento de nivel el máximo de las mismas aumentará permitiendo utilizar habilidades más poderosas al igual que usar más de seguido. Se podrán recuperar mediante pociones que irán apareciendo al destruir (como buen guiño a la saga Castlevania) las velas que se podrán encontrar, también se podrán recuperar con comidas que se podrán cocinar (a partir de que se tenga acceso a la cocina) o encontrar al derrotar enemigos. Los objetos podrán ser mejorados en el herrero incrementando sus poderes. El control de Gebriel es muy bueno, jugado con un mando de XBOX360, aunque algunas veces puede tener algún fallo en las colisiones. Es una pena que no posee remapeo del teclado ni del mando, ya que el salto está en el botón B en lugar del A (algo que puede confundir a algunos jugadores). Se podrán encontrar objetos especiales que aportarán habilidades como deslizarse rápidamente, botas de doble salto, y muchas más. https://steamcommunity.com/sharedfiles/filedetails/?id=2508282050 También se tiene un diario dónde se contará una historia previa a lo acontecido, si es que el jugador llega a encontrar las 30 páginas, de las que consta el mismo, del mismo modo se posee una "Monsterpedia" dónde se dará detalles de cada monstruo y jefe enfrentado. Tiene distintos mini juegos, como una máquina recreativa, un torneo, un ring dónde Gebriel tendrá que demostrar que es el mejor de un club de boxeo y artes marciales. No posee logros de Steam ni cartas, aunque si desafios internos para el jugador más "hardcore", al igual que distintos modos de juego una vez se finalice la historia (como el modo "SpeedRun") aportando algo de re jugabilidad al mismo. [b]PROS:[/b] [olist] [*]Historia entretenida aunque no original en los tiempos que corren. [*]Soporte para mando (probado con uno de XBOX360). [*]Un mapeado adecuado y con lógica en su diseño. [*]Más de 100 objetos a ser encontrados. [*]Tres ramas de habilidades para personalizar a Gebriel como se desee. [*]Múltiples minijuegos que aportarán mas desafios y recompensas. [*]10 misiones secundarias a encontrar y realizar. [*]Pese a no contar con logros de Steam tiene desafios internos para el jugador más "hardcore". [*]Dificultad acorde al modo jugado. [*]Distintos modos de juego. [/olist] [b]CONS:[/b] [olist] [*]Gráficos toscos que pueden no atraer a muchos jugadores. [*]Banda sonora y efectos de sonido muy inferiores. [*]No se puede remapear el teclado ni los botones del mando. [*]Carencia de logros de Steam (podrían ser implementados sin problemas). [*]Algunas mecánicas deberían ser ajustadas para ser más atractivo al jugador. [*]Posee algunos fallos de programación aunque ninguno rompedor. [*]Sólo en inglés (y pese a ser un título de acción) teniendo bastante narrativa. [*]No se pueden saltar los diálogos ya leídos. [*]Raziel ... y su sombra. [/olist] [quote][b]CONCLUSION[/b]: "Devoul- Curse of the Soulless" es un título de tipo "metroidvania" que entretendrá a los fans del género bastantes horas siempre que se de una oportunidad pese a sus gráficos toscos y su efectos de sonido (al igual que banda sonora) repetitiva y sin vida. Gebriel es un buen personaje con bastante customización al igual que el mapeado es extenso y con muchos secretos. Minijuegos, posibilidad de cocinar, mejorar los objetos, y desafios internos para el jugador más "hardcore" darán bastante rejugabilidad, al igual que sus distintos modos tras finalizar la historia (como el "SpeedRun"). Título indie con buenas mecánicas, aunque algunas podrían ser mejoradas, entretenido y que vale su precio a nuestro criterio por todo el trabajo realizado en su desarrollo. Mi valoración final: [b]7/10[/b] [/quote]
This game is quite ambitious and generally enjoyable. It's kind of like if Momodora or Bloodstained was reimagined as a complete Newgrounds Flash game. But you might have trouble actually [i]completing[/i] the game due to the requirement of having to collect journal pages hidden through this large game that's plagued with a very weak mapping system [h1]First Impressions[/h1] I played this game with a controller. The first thing I noticed was how many different attacks there were. At first, I thought it was going to be overwhelming, but I got used to the variety of attacks pretty quickly. From there, I started noticing the variety of enemies, the obstacles, the number of treasures that I couldn't yet grab, and so on. The graphics are amateurish but charming and work well, eg: all of the enemies are clearly distinct which is helpful during play The Metroidvania abilities are nicely spaced out. Each major section of the game ends with a boss fight which, once won, will grant you a new ability. Early on, you get the ability to dash (which can disintegrate slabs of rocks). Later, you get things like double jumping, sliding, more block-breaking abilities, etc. It's standard, but satisfying The major sections have a handful of enemy types that are unique to them. They have their own unique attack patterns and abilities which make each new encounter a bit of a surprise The music has basic instrumentation, but the tunes are being catchy and nice. Sections have their own themes which help to give those places character Similarly, the sound effects work well. You can hear when your hits are landing on an enemy and get a nice little thunder rumble when an enemy dies. I've killed a ton of enemies off-screen and knew it was safe to pass in a number of instances all based off of the sound The story is pretty straightforward, albeit a bit wordy at times. It does a good job at explaining your character and his relationship to the world. I wish the ghost girl had a function in the game [spoiler]beyond just getting kidnapped[/spoiler] There is also a shadowy apparition that will sometimes appear after bell sounds to intimidate (and sometimes even to fight!) you, which is pretty unsettling when it first happens. It's pretty cool [h1]The Mapping System: Bane of My Playthrough[/h1] The first and biggest problem I hit with the game is one that would stick with me for my entire playthrough: the mapping system simply sucks The map is split into sections of major locations which you have to find, which is pretty normal. However, the map never automatically updates with the location that you're currently in. If you move to a new major section and open the map, you have to manually navigate to the main map, then select the section that you're currently in, every time When looking at the map, it will indicate the room that you're in with an icon of your player right in the middle. You can't tell if you're next to one exit or another, or really see where you are in relation to the entire room. Finally, there are no indicators of places that you've actually visited, or locked doors, or things like that. There are just indicators for which rooms are stores, save points, warp rooms, or minigame rooms. Most other Metroidvania games will show you each individual room you've visited and may outline rooms that are mapped, but haven't been visited. Many of these also point out which ones still have key or important items, which I have been missing in Devoul When I first started playing, it took me hours of exploration before I realized that I needed to go to the top left corner of the castle map before I could meaningfully progress. There was simply no indication that I needed to go that way, let alone that I hadn't made it all the way to that section of the map yet Worst of all, I have reached the final boss of the game, but I cannot [i]beat[/i] the final boss because I haven't found three of the journal pages that are apparently required to beat him. I have no idea where these journal pages are since there are no indications anywhere in the game as to where they might be, or which rooms (if any) I haven't yet visited. Somehow I managed to find all (or I think all) of the secret Master Skill Points that are hidden around the game, but not all of the items that are required to just beat the main game. I don't know if I have the patience to comb through the whole entire game multiple times to try to find them [h1]Balancing[/h1] The game has balancing issues that it compensates for in a number of different ways. Instead of a steady slope in progression, there are notable steps in difficulty or advancement that the game usually dangles in front of you early on that you might expect to be a part of a slope, not a step. It's not a problem per-se, but is unexpected at first. I'm not talking about the normal Metroidvania mechanics where you find a spot you can't reach, then later get an ability to overcome that obstacle. The game is actually pretty good about setting those up and giving those out For example, early in the game, you'll notice that you can collect money and even visit a merchant to buy new gear and supplies. However, you will be lucky if you can find even 10 coins in your first couple of hours of play since money is rarely dropped. You only start to get money around halfway through the game where you discover the casino where you can play a simple minigame where you can easily get 1000+ coins at once (and there's a save room just a few screens away, so if you don't get the chance to score over 1000 coins, just quit, reload, and try again) Another example is a blacksmith that you run into in the first 1/3rd of the game. He can upgrade your gear, but only if you have special "essence" items that you can only reliably find in the very last section of the game. Similarly, the items that you can upgrade are mostly found in a bonus coliseum that you unlock at the end of the game. I think I only had him upgrade two items once each before I got to the end of the game Yet another example is roughly 3/4th through the game, before you fight a shadowy boss, the game changes the enemies that appear in all previous rooms to be stronger enemies so you have a bigger challenge when you backtrack [h1]Minigames[/h1] There are a lot of minigames in Devoul. They are unique, but incredibly basic. I kept wishing for just a little bit more to them. Some examples include: [list] [*]The fight club where you guess at which attack you should throw (high, medium, or low) at an enemy with ambiguous timing [*]Meal cooking where you have to hit a direction on the D-pad within 1 second of it flashing on the screen [*]An arcade game where you have 100 bullets to hit 100 of the same ghosts that show up in different patterns in groups of five [*]The aforementioned casino game where you basically hit a button when a sliding arrow is over a coin to try to catch it. You get two attempts per round [/list] These feel something like a chore and aren't terribly engaging. They also have a cooldown time where you have to leave for some undisclosed amount of time before you can play them again [h1]Final Thoughts[/h1] Overall, it's clear that Sweeping Avalanche poured a lot of heart into this game. The mapping is an unfortunate blight, but if you are at all curious, give this game a shot. There is a lot here for a $5 game
Good story
Nice game! If you like Castelvania try this one! Great on Steam Deck!
solid lil game def recomend better then it looks
Nice game. And Lani is the best!
Cool
Old school... Nice!
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