Dark Scrolls review

Classic Arcade Curiosities Courtesy of doinksoft’s Oddball Charms

doinksoft is a developer who makes some delightfully curious decisions. And given how annoyingly risk-adverse this industry can be, it’s not difficult to applaud that stance. From Demon Throttle’s physical-only release, Gato Roboto’s monochromatic metroidvania, and turning weather gear into weaponry for Gunbrella,doinksoft has one of the coolest track records in indie gaming. Sure, their games aren’t perfect, but the studio knows how to deliver doses of pungent intensity.

Curiously, Dark Scrolls draws less inspiration from FromSoftware’s similarly-named franchise and more from Capcom’s golden era. The most obvious reference might be a bit of an obscure one unless you picked up Capcom Arcade 2nd Stadium: 1984’s SonSon. That same horizontally-autoscrolling push nudges the screen at a measured pace, while enemies typically spawn from the edges. One notable exception is the game’s first stage zombies, who rise from middle ground with the same ceremonious entrance as Ghosts ‘n Goblins’ shambling undead. There’s even a miniature stage-map overview, which not only highlight Dark Scrolls’ forking paths but also offers another nod to Sir Arthur’s quest.


Capcom DNA with doinksoft Mutations

Look further and you’ll notice enemies with predictable attack patterns straight out of Magic Sword. Shops periodically offer a breather, as you use funds to buy some single-run perks, right out of Black Tiger or U.N. Squadrun. But Dark Scrolls isn’t just chasing retro nostalgia. Instead, doinksoft injects several ideas into its frantic, projectile-tossing, arcade-style action. While frustration can emerge, there’s also the urge for another replay to see if you can push your character just a bit further.

Refreshingly, the game’s mechanics are easy to understand, with mechanics rooted in jumping and tossing projectiles. The former has that deliberately old-school feel, requiring commitment with each leap. Change your mind mid-jump and you’ll often find yourself in trouble, as trajectory correction isn’t easy. Since the screen keeps moving, a mistimed and sloppily aimed jump can easily turn into a chain reaction of messy panic, as your character heads toward enemies or environmental dangers. All too often, you might find yourself on the left side of the screen. That’s a danger zone, since if you’re pulled off the side, it’s an instant game over.

Projectile throwing is constant, fast, and always chaotic. Enemies comes from all angles and can even spawn on top of you, forcing you in constant repositioning. This means that even basic encounters have a scrappy energy. While you might try to remain in place to crack open a treasure chest, splinter away at obstructions, or just keep peppering a foe with projectiles, Dark Scrolls is always finding ways to move you and your optional co-op partner. Sometimes that means dodging, but much of the time its finding a surface you can bank a rapid-fire succession of shots from. Most characters have a secondary attack, which is automatically activated when you double-jump. Expectedly, aiming isn’t always easy, but is usually more powerful than your main shot.

Wish Upon a Five-Star Fury

The game’s star-powered super system is both novel and represents a communication problem. As you attack foes and bosses, you fuel a meter with up to five stars. But you don’t have to wait for the gauge to completely fill before harnessing your power. Instead, you can buy supers that are usable at multiple star levels, with intensity growing with each level. With a bit of planning, it’s possible to melt a boss, give you breathing room, or if your character selection permits, perform a bit of healing. There’s a wealth of flexibility with the system, so you can opt for a sequence of light perks or save up for the showcase ability.

But one issue is that Dark Scrolls doesn’t explain this system. For a game this demanding, that matters. Players can easily bounce off Dark Scrolls during the first hour, not because they dislike the mechanics, but because they might not realize how much of the game’s design is built around the star meter and its related perks. If you treat Dark Scrolls like a basic jump-and-throw arcade platformer, it will feel harsh, maybe even unfair. But once you understand that the star system is vital for survival, the gameplay starts to click. Of course, the tragedy is that some players may never reach that point. A short tutorial prompt, or a first-run explanation would definitely help.

That said, secretiveness is part of the doinksoft formula. As such, expect to find secrets, new paths, characters, heroes, and rescue, and a multitude of other mysteries. And the sense of discovery really adds a lot to the game. Runs aren’t about reach the end, they are about noticing oddities, testing routes, and learning how everything works. How does the game score each run? I still haven’t quite figured that out. As such, It’s hard not to appreciate a decision philosophy that encourages curiosity rather than being just another sterile run-and-gun effort. Best of all, when a run ends badly (and it often will), you might walk away with a new clue, unlock, or quirk to investigate.

Not Quite a Master Scroll But Still Pretty Magical

Still, this isn’t Doinksoft’s most best game. Compared with the immediate elegance of Gato Roboto or the confident action of Gunbrella, Dark Scrolls is a bit more stubborn and aloof. Its auto-scrolling structure won’t work for everyone, especially if you think arcade-style action with light roguelike elements has been milked dry. But if you are up for some challenging fun, Dark Scrolls has a lot of personality, plenty of secrets, and best of all, doinksoft’s oddball charms.

Dark Scrolls was played on PC with review code provided by the publisher.

Overview

GAMEPLAY - 70%
CONTROLS - 70%
CONTENT - 75%
AESTHETICS - 75%
PERFORMANCE - 75%
VALUE - 80%

74%

GOOD

Dark Scrolls isn’t doinksoft’s most enjoyable or approachable game. But between the references to several Capcom classics, it’s frantic energy, and plenty of little secrets, there’s a lot of plucky personality. It can be punishing, grindy and under-explained at times. But each chaotic attempt offers enough oddball charm to justify another run.

User Rating: 4.1 ( 2 votes)

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

2 Comments

  1. I dunno man. I feel like it’s too hard. The first few unlocks for characters are like 1,3, and 5 gems. But then it’s like 100 to unlock a new character. 500 double-jump attacks? That feels like padding.

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