I’ve discussed a decent amount of indie metroidvanias since starting this website. It’s not surprising considering how many of these kinds of games are made. It stands to reason that new games in this niche must do something special to stand out, or risk being forgotten in an oversaturated market. Feudal Alloy looked promising to me, it had an interesting concept and setting, and I had hoped that it would do enough to at least be a decent metroidvania. Unfortunately, this game feels unfinished in every regard. Every aspect of the game could use polishing, and some components are missing entirely.
The idea behind Feudal Alloy is undoubtedly intriguing: you play as Attu, a fish-controlled robot in a medieval world. Attu was a resident of a farming town that produces oil for all of the robots, but a dastardly group of bandit robots ransacked the village and stole all of the resources. With sword in hand, Attu sets off on a quest to reclaim what was stolen. As a metroidvania you must progress through a sprawling world, collecting upgrades that allow you to progress further and further. Without a doubt, the best aspect of Feudal Alloy is its art style. The hand drawn characters and environments are appropriately detailed and are imaginative. It pains me to say that the positive aspects of Feudal Alloy end there.
Like most metroidvanias, as you roam the tunnels and rooms of the expansive map, you will run into enemies. The combat is pretty standard, you can swing your sword to damage foes, and you must avoid damage by jumping or moving out of the way. You eventually unlock some additional techniques such as dashing, the ability to throw bombs, blocking, and unleashing electrical discharges to stun enemies. The game at least has a thematic stamina system, as you use Attu’s various abilities he will begin to overheat. If Attu reaches his heat limit, he will no longer be able to attack or dash, and will need to cool off before continuing. It functions as most stamina systems, but it was a nice touch that it thematically fit the game.
The combat is all pretty typical, there is not much here that stands out from any other game. If anything, it can fill a bit stiff and unreliable at times. The hitboxes of Attu and enemies feel a little inconsistent. While it’s not frustratingly bad, the game is definitely lacking the buttery-smoothness of one if its peers: Hollow Knight. The aerial combat in particular is pretty clunky. Jumping above enemies and slashing them from above does not bounce Attu high enough, so you end up just falling straight into the enemy and taking damage. The biggest disappointment in the combat department is its lack of bosses. There are only two bosses in the entire game. Instead, there are an abundance of challenge rooms which bombard the player with wave after wave of normal enemies. These kinds of rooms are fine once in a while, but they felt like filler for where a unique boss should have been. It definitely seems like there were supposed to be more bosses, but the developers just put these challenge rooms in their place to save time.
As a metroidvania, exploration is a key aspect of Feudal Alloy. The player must figure out where to go, and what new paths can be traversed when an upgrade is found. Similar to the combat, Feudal Alloy follows a pretty standard exploration formula but with some flaws. The environments are pretty similar looking, and landmarks are essentially non-existent. It can be difficult to remember any important locations and how to get there since everything just blends together visually. Moreover, some parts of the map just don’t make geometric sense. It’s hard to explain, but when looking at the map, rooms just don’t line up with where the doors physically are. For example, the map will show a door on the left side of the room, but in reality, the door is on the floor. These inconsistencies can make navigation difficult.
The other big problem that I had with the exploration was the lack of proper secrets. Sure, there are a ton of hidden paths and secrets to find, but not a single one of them is rewarding in the slightest. Most of them contain a stash of money, but money is virtually worthless. The only other prize you could find is a new piece of gear to equip, but that rarely felt helpful. You can buy health potions and coolant to restore stamina with the money you find, but these are extremely cheap and I never worried about running out of money. You could also buy new equipment, but the realistically there was little reason to ever do so.
New gear in Feudal Alloy feels relatively useless. There are five stats: damage, armor, cooling speed, overheat temperature, and health. Armor and health are essentially the same as they both increase how much damage you can take. Similarly, cooling speed and overheat temperature also are functionally comparable. You can’t even tell what your stats are really doing. There’s no way to tell how much damage your dealing or taking, so it’s hard to judge how much a stat increase is doing for you. Moreover, finding or buying new gear rarely feels rewarding. All it does is slightly swap around which stats it gives you. One chest piece may give you one less damage tick, but one more health tick. I didn’t feel like there was meaningful equipment parity or choice since everything was so similar.
My final gripe about the game was how it underutilized its story and setting. The couple sentences that I wrote to describe the basis of the story is all that there is in the game. I’m not exaggerating when I say there is a short blurb at the beginning of the game explaining the story, and that’s the extent of the narrative in the game. There are no additional characters, lore, side quests, or even a narrative arc that progresses through the game. Bandits stole the oil and Attu is trying to get it back. That’s it. It’s really disappointing because the setting is actually fairly interesting. I want to know more about the fish-controlled robots, but there is just no worldbuilding of any sort.
Overall, Feudal Alloy isn’t a particularly bad game, it’s just not finished. The combat needs fine tuning and there needs to be more bosses. Exploration needs to feel more rewarding, and one way to accomplish that would be to make gear more unique. The environments need to be more distinct so that navigation is more natural. And there needs to be some sort of story, worldbuilding, and lore to utilize the unique setting of the game. It is for these reasons that I give Feudal Alloy a 4/10. This is a game that feels like it is still in the alpha stages of development, as nearly every aspect feels unfinished and unpolished.
One thought on “Feudal Alloy (2019)”
Anything less than a 6 is heading into broken and/or majorly glitchy game.
4/10 seems like you have personal vendetta against it.
Also, Xbox is definitive edition!