"Isometric Dungeon-Hack'n'Slay with RPG- and Rogue-Lite-elements in Pixel-graphics and slightly generic fantasy-setting." I didn't think, that i'd start this one as a, so to say, "cousin" of Diablo 4 (or 3, if you like) on my Steam Deck, prefering it to the genre-primus. But coming from "Moonlighter", which i really enjoyed, i opted for "CoM" instead of a comeback / try-again of Blizzards hellish saga. So...

First Impression:
- Technical and creative aspects: i sort of like them, but at the same time, can't get rid of the impression, that many things got mixed up a little. So i adore the pixel-art on the one side while it all shouts "fantasy clichees! generic!" the same time
- Gameplay: coming from "Moonlighter", i find its core-gameplay better so far. CoM has Skilltrees and the like of course, so... i guess it grows. But missing ML's need to adapt to every single enemy and its perks and movements from the very beginning. On the other side - rellay enjoy changing characters and the different playstyles that derive from that.
- Story telling: i like the interwoven narrative bits driving the story between the dungeon-runs! But again, at the same time... feels a little out of place flow-wise... can feel interrupt two dungeon runs, maybe because i haven't progressed in the story very far and most of the information is still sort of build-up.

Ongoing Play:
- Gameplay: CoM managed to really get me into this well-known gameplay-loop of "ok, just ONE more dungeon." Think, i am closer to the end actually then to the midgame (for when i wanted to refresh my review). So far having more fun with it than with "Diablo IV" even. I like the fact, that the game wants me to change characters and playstyle - and they really differ enough, to keep me challenged and learning alike.
- Story-telling: i didn't expect to come across such dark tones during the plot. In some ways generic in the beginning, i think the game strikes somber notes that really rings with me, by not making the (for mel, personally) mistake of being to overcharged with meaning and emotion (like "D4") - which, then, compromises my gameplay experience ("wait, what? did i get the story-bit right? who's this demon/angel/character? what does he/she want? feels important, but... did i miss something?!").
Besides that, gameplay feels fresh when onlocking skills in the family tree and getting those cross-upgrades. In lack of a better, recent twin, "D4" again: felt the same for me, through many hours, without changing in a significant way... (played Mage, Rogue and Druid).
On the downside, some dungeon-runs can actually feel a little "stuck", when you get a bad start upgrade-wise and stutter to venture further. Then you die. And being eager to try it again immediatly, a short story-bit slows you down... So that can interruped the otherwise really good flow.
Technical and creative aspects: I now like the assets more than in the beginning, coming from "a little generic" to appreciating the third worldstage, where they mixed fantasy- with techno-designs. Sometimes a little tricky to read the graphics in that particular environment (overlapping graphics not clearly showing, where to go or where's items or just interior design...). But overall a fine mixture of western and eastern fantasy elements, sprinkled with some steampunk and Lovercraft here and there. So... on to clearing the Techno-city and defeating the corrupted deity occupying Morta!

Reviewed on Feb 15, 2024


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