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Labyrinth Of The Demon KingLabyrinth Of The Demon King
played partway through the first tower, took some notes forced 4:3 is nostalgic and big bars on the screen contribute to claustrophobic feeling, but would prefer setting for widescreen especially when the resolutions listed in options are widescreen opening areas are big and empty, nothing to see off the intended path record noise in servant cutscene is mixed way louder than everything else, distracting servant cutscene triggered from far away when i was looking somewhere else, jarring gear gets unequipped after first shrine for some reason staircase load screen/cutscenes extremely jarring cutscenes in general are very jarring, visuals and audio look different enough from gameplay in pursuit of that "pre-rendered" look that it breaks immersion without looking like there's a reason it would be pre-rendered when you hit map button menu starts on items and then quickly flips over to map. distracting, takes longer, feels unpolished. then if you hit tab it opens directly to map without the delay map does not show players location specifically, only which room, not a problem on its own but every room and hallway made from the same assets+visuals are so muddy that it's not immediately obvious what direction you're going in menus/dialog popups in general are full of delays, just doesn't feel intuitive when picking up item yes/no prompt would not be a big deal if the menu inputs weren't slightly slower than what feels natural. even bigger problem when you're picking up something like a group of individual arrows most doors are not visually distinct from walls unbreakable crates everywhere that are not visually distinct from breakable ones breakable crates sometimes contain enemy bugs but when broken crate shards fly up into your eyes so sometimes you cant see the floor until youve already been bitten/damaged items have particles to show you can interact, small item boxes do not and blend in with the background, searchable objects in general are not distinct from background clutter opening a drawer while standing too close sent me flying overall shows a lot of promise and the combat is good but constant hitches in the flow of gameplay beyond just being a "slow” game. none of the problems are individual dealbreakers but together drag the experience down a a lot. hopefully gets some tweaks post launch
13 votes funny
played partway through the first tower, took some notes forced 4:3 is nostalgic and big bars on the screen contribute to claustrophobic feeling, but would prefer setting for widescreen especially when the resolutions listed in options are widescreen opening areas are big and empty, nothing to see off the intended path record noise in servant cutscene is mixed way louder than everything else, distracting servant cutscene triggered from far away when i was looking somewhere else, jarring gear gets unequipped after first shrine for some reason staircase load screen/cutscenes extremely jarring cutscenes in general are very jarring, visuals and audio look different enough from gameplay in pursuit of that "pre-rendered" look that it breaks immersion without looking like there's a reason it would be pre-rendered when you hit map button menu starts on items and then quickly flips over to map. distracting, takes longer, feels unpolished. then if you hit tab it opens directly to map without the delay map does not show players location specifically, only which room, not a problem on its own but every room and hallway made from the same assets+visuals are so muddy that it's not immediately obvious what direction you're going in menus/dialog popups in general are full of delays, just doesn't feel intuitive when picking up item yes/no prompt would not be a big deal if the menu inputs weren't slightly slower than what feels natural. even bigger problem when you're picking up something like a group of individual arrows most doors are not visually distinct from walls unbreakable crates everywhere that are not visually distinct from breakable ones breakable crates sometimes contain enemy bugs but when broken crate shards fly up into your eyes so sometimes you cant see the floor until youve already been bitten/damaged items have particles to show you can interact, small item boxes do not and blend in with the background, searchable objects in general are not distinct from background clutter opening a drawer while standing too close sent me flying overall shows a lot of promise and the combat is good but constant hitches in the flow of gameplay beyond just being a "slow” game. none of the problems are individual dealbreakers but together drag the experience down a a lot. hopefully gets some tweaks post launch
13 votes funny
i tried to love this game, i really did. but as is, its not worth the price. i can handle the repetitive game play. the lack of objective pointers. the confusing layout. the open-able things not being highlighted (got lost for 10 minutes because the gem pedestal in the armory blends so damn well). the lackluster boss of the first area (literally parry hit repeat...) BUT. i cant handle dealing with that fat fuck constantly spawning EVERYWHERE. he is like mr. X on steroids. cannot be impeded at all, spawns every fucking where, has RANGED ATTACKS, debuffs u when you're close, doesn't dissapear until you leave the area, and EVEN THEN can simply respawn as u re-enter. this is not fun. i cant do ANYTHING because he appears in every new area and i have to re-enter a limbillion times til he decides to nap....just to fucking spawn 5 minutes later. fuck this. ill re-buy when its cheaper or he gets nerfed. game isn't play-able as is right now. play-able, but not fun once he starts jumping you.
6 votes funny
I'm not at all enjoying the combat--the controls are super laggy; parry is so slow it forces you to predict the enemy's attack, not react to it; movement feels unnecessarily sluggish; excruciatingly slow stamina refill--literally about 1 unit per second. I say this all as a huge fan of the King's Field series. The game also takes a long time to get going; having to walk through large, open areas with nothing going on except "vibes", which is still somehow interrupted every 30 seconds with a cutscene that is screaming, "look how edgy and gross this is! Isn't it SHOCKING?!" with very harsh, shrill audio. I cannot recommend this game in good faith.
6 votes funny
I didn't get very far into the game; just the first floor and parts of the 2nd and basement of the first tower. The combat wasn't my cup of tea, didn't feel very fun after killing the 20th demon by whacking, stepping back, and whacking again until it died. The dismemberment was sort of fun. Now, I would say it's more complex than skyrim's combat, but monsters felt boring to kill like I previously said. The areas felt a bit samey and I got bored walking around fetching stuff to open up new areas. I hope this helps someone decide if they want this...
6 votes funny
I was genuinely looking forward to playing and enjoying this game. The art style is hauntingly beautiful, and the horror atmosphere is top-notch. Visually, it nails the creepy, crispy retro PS1 aesthetic in all the right ways. But the combat? It's a nightmare – and not in the way the game intended. The system is clunky, slow, and frustratingly imprecise. Nothing about it feels responsive or rewarding. Every fight feels like a chore rather than a fun challenge. The level design isn't that great either. While it has its moments, it's mostly a confusing tangle of dead ends, constant backtracking, and disorienting layouts. Exploration quickly goes from intriguing to exhausting. Great visuals alone can’t save this. Labyrinth of the Demon King looks like a retro horror fan’s dream, but unfortunately, it doesn't play like one.
11 votes funny
it's not "bad" but from the 2 hours i've played it's not what i had hoped it would turn out like at all. the game doesn't know whether it wants to be a survival/stalker horror or a dungeon crawler, and it can't both at once. getting chased through tight corridors and getting pushed into an encounter against 2 other enemies, and having to dispatch them with a not-good combat system that skews heavily towards 1v1 encounters isn't great, but maybe you'll be blessed with an enemy getting stuck on a corner to even that out. UI is incredibly awful, the sounds NPCs make when they talk are shit, and i'm generally against having a dedicated jump button in games like this as it just destroys any immersive qualities it once had when you can bunnyhop all over the place. i don't have much to say on the visuals other than that it's often difficult at a glance to discern what is or isn't interactable. there's a few spelling mistakes and some generally poorly written text, but if you're reading this review then you know i'm being a hypocrite in this regard. also, people need to stop describing games in terms of other games based off of extremely surface level details, the reviews for this game are already hell and it's only just released. edit: thanks for the steam points, kind stranger!
3 votes funny
Love the aesthetics and soud, but controlls are really sluggish, it just jaring to play. I will be playing this one on youtube, unfortunately.
3 votes funny
المشاهد مبالغ فيها و مزعجه صوت اللعبه عالي تحتاج تقصره من الاعدادات + لازم تحفظ كل مرة او يرجعك في حال انك مت + و اكثر شيء مزعج كل خطوتين مشهد
3 votes funny
The real horror comes from the unresponsive inputs in the middle of combat.
2 votes funny
tiny bug bit my foot
2 votes funny
Best game of 2025 so far!
1 votes funny
This happened to my buddy エリック Hope they add NG+ though
1 votes funny
Fantastic game with great atmosphere, music and gameplay. Certified hood classic
1 votes funny
Good game! Atmosphere is great, sound design is cool (but I wish enemies that sneak on you were a bit more audible) and it's not really difficult since you get overwhelmed with consumables. It's pretty short, so I would recommend waiting for a discount.
1 votes funny
Haunting atmosphere and relentless survival horror. Can't get enough of it!!
1 votes funny
Now that i beat the game heres a serious review , setting bugs and crashes aside. They shouldnt have made an option to upgrade anything, game is easy as the way it is but the moment you upgrade your weapon you dont even need to parry or dodge again, hell after the first area i was so strong that i never even used dash again afterwarrds. Everything besides the difficulty is nice, but as it is right now it is an IGN game, theres stupid abundance of items and i was at a point where i had max of everything in the game without farming (which i realized by the fact that i couldnt pick up any consumables anymore). Edit: Beating the game makes me relize so many flaws about the game, like how theres an entire areae and story that you can get from reading notes and pedestals for statues but statues arent even in the game. Sorry for trying to find them and thinking game would lie to me i guess?
1 votes funny
It stops being scary and just becomes annoying. I regret my purchase.
1 votes funny

King's Field + Silent Hill + Forbidden Siren.

Gruesome atmosphere, bone chilling music and unsettling retro graphics. Pretty good and very interesting indie game so far. I can't wait to delve deeper into this world, currently busy with DOOM: The Dark Ages. Only complaint I have is the framerate lock but the developers will try to fix that. Review will be edited later when I will have finished it.
1 votes funny
It's a spooky, sengoku-era samurai slice-and-dice 'em up slathered in a Silent Hill aesthetic, and overall it's pretty fun. A strong showing for a first time developer. My first play-through took me a little under ten hours, and I think it's worth your time.
1 votes funny

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