4.6 hours played
Written 16 days ago
I don't want to be harsh because this is clearly an indie title with a lot of love an care put together to make a unique monster training game, but it frustratingly falls short in ways that I find basic.
Let me get the things I like out of the way. I like the monsters, they look fun and distinct, and have a unifying art direction that makes them feel like they belong in the same universe. The story, while not groundbreaking, is a fun little journey, albeit I never saw it to the end because I put 9 hours into the game and hit my limit.
Now the criticisms. Fundamentally, this game is boring. There is this facade of choice the game presents you at every step, and while determining your routes through each of your runs will determine your ability to survive it, the consequences of your decisions are muted. Most points on the maps you visit either hurts your HP pool a bit, or takes you to a combat encounter. There are a few events, and while some give you small bonuses, they aren't impactful, and many just lead to more encounters.
The glut of combat encounters makes and breaks this game, and unfortunately they're kind of a dud. The majority of the time you are going to be clicking an attack button, whichever one has a higher number. There are no support tools that I've been able to find with the creatures I've caught, and no way to assign or learn new moves, so the combat has this kind of Rock 'em Sock 'em Robot feel to it. There are things you should consider, like type match ups, but the game poorly communicates this information through its tool tips. The nuance the game attempts to insert is unintuitive, and the lack of moment to moment decision making turns the whole experience into a grind. The way to succeed is to just manage your HP pools, and that's just not a engaging way to handle an entry in this genre.
I was pretty disappointed with Voidsayer. I think it just needed some more time to cook, but ultimately I cannot recommend it.