This game is a pure, unbelievable failure because it could have been a success, which makes its failure all the more unbelievable.
The developer seems utterly clueless about what kind of game he wanted to make—he aimed for Dark Souls, so we got an action system that forbids jumping or sprinting, paired with a greatsword so slow to swing you could brew a cup of coffee in between swings. He also wanted to emulate Doom, so we got overwhelming waves of enemies and bullet hell-style barrages reminiscent of Touhou. Finally, he wanted to make a roguelike, so we got endless grinding through levels for crystals and terrifyingly high progression rates.
Well, it botched all three parts.
The massive hordes and bullet hell made Dark Souls' gameplay utterly unplayable—you'd just get swamped by dozens of enemies. The clunky movement system prevented quick dodging like in Doom, and the lack of jumping meant even the smallest bump would stop you dead in your tracks. Finally, the roguelike mechanics are an absolute disaster. Leveling up often doubles your health or attack power, turning previously impossible enemies into easy kills—there's no sensible scaling curve.
Ultimately, you're just a bullet sponge frantically clicking your mouse to beat another bullet sponge, sadly realizing they're all just paper cutouts.
The female protagonist pointlessly shakes her butt, taking up a third of the screen and shrinking the actual gameplay area to pitiful proportions. The tentacle girl's identical H-scene plays at least three times—I swear I believed until I beat the final boss that the tentacles she promised me would be a new system.
And the reward for beating the game? A restart. Surprised, motherfucker?
0/10. If you genuinely don't know how to make a doomlike, learn from Beyond Citadel.