Devil Slayer - Raksasi

I somewhat enjoyed Devil Slayer - Raksasi. It's a top-down action roguelike, which borrows a lot of mechanics from other popular games.
You have to traverse through six floors, each being a series of connected rooms, and ending with a bossfight, much like Binding of Isaac. Each floor also contains a store where you can buy items that give passive bonuses, a different store for upgrading or replacing your weapon, and a treasure room, each requiring a key to access. Keys are also used for various lesser chests found throughout the map.
The floor progression is much like in Dead Cells, allowing you to choose which floor you want to tackle, with each floor having a different enemy type and a different boss. Also from Dead Cells is the item unlock mechanic where you first have to find the blueprint for the item, and then you can work towards unlocking it with souls you gather on each floor. Those souls can alternatively be used to permanently upgrade your character.
And speaking of souls and characters, you quickly unlock all six characters who aren't all that different, but have different passive skills and stats, and also start with and are proficient in a different weapon type. Each weapon type, and even weapons within a type, have a different moveset, with various jabs, swings, guard breaks, blocks, and parries. You also have the very common invincibility dodge that costs stamina, and each character has a skill that costs mana.

A long list of things you can do, and indeed, the game has a reasonable amount of content. While all these mechanics fit together well and are generally not badly implemented, they also aren't very novel. If you've played the games it takes inspiration from, I can't really say you'll get any kind of new experiences here. At the same time, many mechanics are not implemented to a particularly high level of quality either. As examples... I found the skill system very disappointing - mana isn't super common, so you would assume your skill is your ace in the hole, but they're all pretty underwhelming. The sword and shield weapon has a block, but most enemy attacks go through the block, dealing damage and staggering you. If you parry an attack, the enemy gets knocked back, and some weapons don't have enough range to actually retaliate after a successful parry. So it's almost always better to just pick a weapon that just attacks and use the dodge that every character has.
Some of the enemy design is also questionable. Some can perfectly track your movement and execute a long-range attack. Or some enemies who get an "elite" modifier, and thus can't be stunned, which makes them significantly tougher because their base moveset kind of expects you to stun them, else you take damage. Encountering these unbalanced enemies often leads to losing one or multiple of your 6 lives, while many rooms are easy enough that you can just blast through them without much care.

Overall, I'm not quite sure what the biggest problem with the game is, and why I decided to not entirely finish it. I would guess it's just a combination of everything. Many small problems, balance, polish, subpar translation, slightly lacking animations. Like, none of it is bad, but I also can't point to anything that this game really does well, or that makes it stand out. If you want a top-down Binding of Isaac with Souls-like combat and Dead Cells metaprogression, then I think it's fine to give this game a try. I just don't think it's quite good enough to really recommend it.

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