Been playing this off and on for a bit. It's not bad! It's just not really got a lot of pull or staying power for itself. It's a fun enough dungeoncrawler with a pretty neat aesthetic, and it's a roguelite whose rogue qualities actually feel like they belong in the general style the game sports.

To give a quick rundown on my thoughts, the moveset feels a bit too wide but each option feels a little shallow. I unlocked a number of builds and none of them felt suuuuper different from one another in terms of how you make use of your base moveset. Instead, it's just the mechanics tied to the unique weapon types that differentiate them. Still, the general moveset feels fine enough to use in a character action "you reap what you sow" kind of way, although a lack of ranks or buffed rewards makes that a little moot. At the very least you get plenty of small unlockables - cosmetic, lore, and classes - that help metaprogression feel like... uh, metaprogression. It just doesn't quiiite counteract the lack of progression the game has at times.

When it comes to common combat, the enemies are fun but monotonous. There's honestly a bit of appeal to the monotony as you are really just seeking to mow down bunches of sword-and-sorcery type enemies when you play this game, so I think it works fine. It's just worth noting, I suppose. The bosses are pretty fun in how lopping off their body parts affects how you can and will deal with them, as well as taking advantage of nearby traps. I think the fact that traps hit anyone is a lot of fun and adds to combat tactics far more than most other mechanics do.

There's some random kinda lame things like losing all your equipment if you fail a janky optional platforming section or procedural generation leading to some long and uninteresting trap-spam corridors. I don't think the gameplay loop is harmed much by those things, as again the monotony is part of the intent here, but it never feels good when it feels like you've spent the longest hour of your life in a set of levels only to find out there's yet another one before you can pick a different area to explore.

I'd say Mortal Sin is probably a very easy recommendation to anyone who finds the things I've described particularly appealing, especially if they enjoy the aesthetic. The difficulty level's fair enough from what I've played and it seems like it's got plenty of content even if it's a little shallow. I might come back to this later, but it just didn't leave a very strong impression on me beyond just being pretty fun with some moderate pitfalls. It was certainly an alright way to spend some time and unwind as a lot of the games I've been playing involve a ton of brainpower and concentration that I can't afford at late hours.

This game, though? This one had my back. I just wish there was a bit more to it to really grip me. In a sense it's the epitome of the problem people have with modern indie roguelites in that there's width but not depth, but again I do think that has a pretty wide audience by this point. I'm just probably not in there, or at least I don't feel like I am.

Reviewed on Nov 06, 2023


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