Odallus: the Dark Call wears its retro styling in big bright pixels on its sleeve. The game resembles a visually superior Castlevania 2. Yes, that Castlevania. The one you're not supposed to mention. Look at that sentence and look at the paragraph above, and you can start to wonder what I was worried about when I picked this up in a bundle a couple weeks back.

And draw from it does, in fact. Odallus feels like a mish-mash of themes and homages jumbled together, all drawn in with an almost Berserk like overtone and pixel graphics with a sweet "television" filter that makes it look super retro in a way pixels along rarely convey fully.
The result? Well, let's see...
As I said, Odallus is a pixel graphics game, generally hovering back to the 8-bit era with a couple amiga touches. Actually, I guess I'd put it around master system level, but it has a color palette very strictly referential to the NES. As pixel art goes it goes between serviceable and at some points actually quite visually attractive, especially in using the somber mood and as I said an almost berserk - that is, stylized gothic horror - look. I really dig the Aqueducts level's visuals. You can tell by the screenshots the game doesn't shy from variety, though.
The game does a bit better in managing to use a NES style presentation of a somewhat interesting story. It's nothing mind-blowing, but the little bits of dialogue and stuff are amusing. It kinda loses the thread in the midway of the game, since the game isn't exactly linear.

Level design is really mixed in Odallus, and much of it feels like they're just wasting your time. Levels are big by 8-bit standards, with lots of hidden passageways and jumping puzzles. Some of it is really cool, but a lot of it just starts to drag as you do the same tedious assortment of agility tests over and over. The first couple times you do a trick, it's neat, but as you go it just starts to feel samey. Levels will have elevators to skip over parts, and it's just like ... Why didn't you just make another level? Why do you need to add more complexity, just put another dot on the map? Yeesh.
Also, the game implies levels have "secret exits", except they don't - you have to clear all the bosses to unlock the final stage.
Monster design starts in Odallus really, really strongly. A lot of the earliest enemies feel very precisely like they won't hurt you if you understand how to fight them, and it turns into a question of doing those fights well. You feel good about this, but later on, it starts to get kinda shakey and some of the enemies are just awful. There's this weird... I don't even want to describe the visuals, but it is invincible from behind and while shielding, so it takes way too long to kill. Like I said, this game likes to waste your time. The boss fights are often not checkpointed properly, more time wasting in the name of "difficulty", but the actual fights are certainly interesting in their way. It actually ends up having more of a Metroid vibe, with usage of the movement upgrades dominating how to react and fight them.
The currency system in Odallus is basically: Enemies drop money, money buys consumables, the end. There's no other loot, besides said consumables coming from chests. Also chests often drop money. There are upgrades of the usual sort that expand your movement and the like. Very metroidvania. The usual suspects I love the way the float cloak looks in action, it kinda resonates with the theme of the game in a beautiful way.
Movement mechanics are probably Odallus at its best. You can ledge-grab, and then later gain upgrades that expand out how pixel perfect the jumping is. I don't know how to articulate the difference, but doing difficult jumping puzzles felt more like having a plan in mind and less like fighting with the controller to do something simple.

I'm not entirely certain what the rules to respawning are in the game, either. It feels like sometimes they don't respawn, and other times, they're back if their spawn point leaves the screen. There's an enemy type that respawns and ploughs touch damage right into you if you happen to jump up and scroll the screen. It's pretty bad.
The game's audio direction is good, very nostalgic, but the music is kind of a mixed bag. I like some of the tracks a lot, but some of them are pretty weak or irritating. Which is also a kind of nostalgic, but not in the way you want it to.

Like, no joke, don't play this game while playing Sonic games. It's basically Labyrinth zone from Sonic 1. Spikes, weird monsters, lava, block pushing puzzles, it's all here.
There's a couple points in the game where it doesn't feel like it telegraphs what you're supposed to be doing properly at all. I don't like looking up walkthroughs, but you're going to find this game needs it, unless you like wandering around like an idiot for hours. Stuff like, you know, a gear requiring multiple sword hits to activate? And only until you hear a specific sound. This is some bad game design. You just assume oh, I hit the one, there must be more. You wander around. You look up a walkthrough, and man, you are disappointed.

If you're wondering specifically why I quit playing, I just didn't feel up to grinding through the plethora of enemies in the final level. It just stopped being fun.
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