
For veteran games though it’s likely that you’ll figure it out instantly, and the challenge then comes from not getting too cocky and ruining multiple runs just because you wanted to finish it fast. Much like the rest of the game though Death’s Door tries to rely on convention and prior knowledge to help guide you when it comes to combat challenges, meaning that for some you might be running a particular section or boss multiple times before you figure out what the core mechanic is. The enemy’s AI also isn’t as complicated as you might first think and so many of them have easily discovered strategies that makes facing some of the more…eccentric enemies easier to face off against. The souls-like combat is done pretty well, erring on the side of being more forgiving than punishing so that it’s a bit more approachable than your usual combat experience in that genre. On the surface this does sound like a bit to cram into a game like this but a good deal of the optional mechanics truly are, ensuring that you can play the game as much or as little as you want. There’s also some light metroidvania mechanics built in as well with parts of the overworld unlocking as you gain new abilities. There’s also a number of additional upgrades outside of the normal game loop that you can seek out, usually requiring a good eye for what could possibly be a door to some other place. There’s a variety of weapons and secondary abilities to unlock, giving you a bit of customisation of your playstyle. You’ll be bashing your way through numerous enemies, taking their souls as currency and trying to make it through to the next checkpoint/shortcut before you take too many hits. The comparison to Hades is quite apt when it comes to the core mechanics as this is the same kind of hack and slash, roguelike style experience. I certainly didn’t notice any performance issues, but then again I think my rig is overkill for this one. This art style also ensures that framerates are likely to be good across the board, even in high action scenes. This means that whilst, when up close, the environments might not seem as detailed as they first appear, but the game is quite selective with its camera angles, ensuring you’re almost always seeing a wide vista brimming with details. What you’ll find here instead is a highly stylized world focusing on simple modeling with careful attention paid to texturing and lighting effects. So begins your quest to understand what has happened to death, what it means for you and how the world might never be the same again.ĭeath’s Door has a great visual style, thankfully taking a couple steps beyond the tried and tired low poly/low texture motif that has been dominating the indie scene for the past few years. It is in chasing after this old crow that you discover a world that’s been untouched by death for a long time, the souls of those dwelling there becoming large and corrupted with their illegitimately long lives. This is problematic because, for as long as you’re in this world to reap souls, you too are mortal yourself and you won’t be able to return until you bring back your quarry.

After defeating it another crow appears and snatches the soul away from you. You’re sent to do the usual routine on a monster who’s been…resistant to the idea of passing. You are a reaper, not the kind you’re likely familiar with but one whose job is the same: to reap the souls of those who are meant to die.
