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The menu screen, setting up the atmosphere.
The human soul. A sponge that soaks up our sins. Until it simply rots away.
Arc Words in the game's trailer.
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Unworthy is a Metroidvania game heavily inspired by Dark Souls, developed by Alexandar Kuzmanovic and released on May 29th, 2018. It is set in a Deliberately Monochrome world where all but a few inhabitants have been consumed by their Sin, after the Church that was meant to transfer people's Sins to their God of Filth, Ur, instead opted to try and control the Sin to strengthen themselves. The protagonist is a nameless "Lamb", who died in the game's opening yet was reborn from sin at what appears to be the behest of Ur, with the goal of ringing the bell that was once in the Cathedral of Ur, but was broken by Altus, the First Father, preventing sins from leaving the earthly world to Ur, and causing them to accumulate and corrupt it instead.

It is currently available on Steam. The Nintendo Switch version was also released on January 29th, 2019.

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Unworthy provides examples of the following tropes:

  • Ability Required to Proceed: Like with any true Metroidvania, a number of areas are inaccessible until you obtain the weapon that'll let you get past the obstacle.
  • Absurdly High Level Cap: It's possible to have your level in the 80s by the end of the game.
  • Acrofatic: Narcoss the Anvil is a burly man to say the least. Yet, he regularly flops around with combat rolls to close distance or avoid your attacks.
  • Action Bomb: The Absolved enemies in the Catacombs of Ur look like weak hunchbacks carrying a small torch...until they literally ignite themselves into a large fireball and throw themselves at you. This deals considerable damage and provides no sin, unless you manage to close distance and cut them down before they do this.
    • They can also just fight with those torches in melee, but they are far more likely to commit suicide in this manner. It's unclear whether this is a bug, or something intentional.
  • Amplifier Artifact: The upgrade runes. Usually, whatever boost they give comes with a trade-off: i.e. the first one, Aur, raises damage output at the cost of raising the stamina consumption.
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  • Apocalyptic Log: There's one left on the desk by a dead Father, which describes the experiments they have done with the sin and Filth.
  • Anti-Regeneration: The attacks inflicted by the "reborn" Frayed Knight Dominic will inflict a Curse status that prevents you from healing while it's active.
  • Artificial Brilliance: The Venerable Archers will shoot the chandelier chains, so that they would fall down and kill you.
  • Automatic Crossbows: The elite version of normal Crossbowmen is supposed to possess Soulflame according to their name and grimoire entry. Instead, they can "merely" fire regular bolts in bursts of two or three.
    • Gaston's ultimate attack is the ability to fire a dozen or two arrows from his bow at an automatic firearm speed. To be fair, he is superhuman, and even he collapses on the ground from exhaustion for several seconds after doing this. There's also no way to survive getting hit by this. Instead, you must push down a pressure plate in the floor by striking it with a Hammer of Unmaking, and hide out there.
  • Bad with the Bone: One of the earliest things you can buy are Bone Darts, which are also the first ranged weapons available.
  • Bait-and-Switch Boss: When you enter the Gardens, you'll initially see a large creature claw itself out of the ground and roar at you...only to immediately get a volley of arrows embedded into its back, then a second valley, then a charged cleansing arrow, and then the real boss, Gaston, Heir of Ambition, drops down.
  • Beware My Stinger Tail: Scorpion-like Lambs can attack in this manner, in addition to the claw attacks and Super Spit.
  • Blade on a Stick: Halberdiers are some of the first enemies you encounter, though they attack through either spinning their weapon in an vertical arc, or by charging ahead with the blade near the ground.
    • The player can also buy a polearm weapon later on in the game.
  • Blessed with Suck: The Grimoire entry for Sveht, Devourer of Light, describes him as the first and only Council member to have ascended, which immediately led to him being banished and abandoned. Presumably, his giant appearance is what the "ascension" refers to.
  • Bloodless Carnage: Averted. Regular enemies and bosses will shed blood on the ground after being attacked. Even the Sentinels, which are essentially golems, still shed white Soulflame. Moreover, Frozen Giant miniboss is a skeleton, and yet he still sheds red blood...somehow.
  • Bonus Boss: Besides the True Final Boss, there's also Kayen, Father of Thirst and Mildred, the First Mother, whose battle requires a pretty obscure condition to be met.
  • Bottomless Magazines: Both of the bows you can get have infinite arrows. This is unlike the thrown Bone Darts, which are limited to 15.
  • Call a Hit Point a "Smeerp": Skill points are called atonements.
  • Chain Pain: The very first weapon you get to use after being reborn are the chains you were manacled to the wall with. However, there are no true enemies to fight: while the shambling unfortunates there can be killed, and will award 10 Sin upon death, they will not attack you themselves.
  • Combat Tentacles: Summoned from the ground by the Death Speakers, to trap you in place.
  • Corrupt Church: Even at the best of times, the church in this world functioned by accepting people's sins and transferring them to none other but Ur, the God of Filth. That is before they realised concentrated sin in its physical form, named Filth, makes people stronger, and tried to enhance themselves in this fashion.
  • The Corruption: Filth is an archetypal example.
  • Crapsack World: Most people are either dead, or corrupted by sin and unreasoningly violent, even if they used to be good people in the past. The few peaceful survivors are completely resigned to their fate, and approach the player's quest with scepticism. Moreover, it's not even clear if what the player does actually makes the world any better.
  • Creepy Crows: Here, they moonlight as the Disturbed Doves.
  • Dance Battler: The Forest Dancer, ironically one of her moves is to dance fast enough to light the floor on fire.
  • Deadly Upgrade: This happens to Frayed Knight Dominic. After he's defeated for the first time, it appears that he finally stopped resisting the Filth and gave in to it, thus obtaining new powers.
  • Deliberately Monochrome: The entire game is in shades of grey, with the Splash of Color of red blood and the pure black and white mainly reserved for elemental attacks. the final area of the game, the mountain summit with the broken bell where you fight Altus, also has the orange lava.
  • Dem Bones: The Frozen Giant miniboss encountered in The Undercity. Besides melee attacks, this giant skeleton can also cast two versions of an icy Shockwave Stomp; a fast version with just one hand, and a slow one where they slam both hands into the ground to create a large shockwave around themselves. Lastly, he can electrify himself, making attacks hazardous while the charge is pulsing through his bones. The grimoire entry "When men realized their naked vulnerability, they sought solution" implies he was the creation of Death Speakers, but there's not much context besides that.
  • Depth Deception: Some enemies can be hidden behind the foreground elements darker than themselves.
  • Driven to Suicide: The opening cutscene shows a man who is presumably the player character rolling a cloth on the ground and kneeling there, before cutting their own head off.
    • Under certain conditions, Mothers will stab themselves, which creates a shadow creature, which was presumably their unborn child.
  • Drop the Hammer: The Hammer of Unmaking, gained after defeating Narcoss the Anvil. It is obviously slow, yet powerful, and is necessary to unlock some passageways in the world, as well as required for several boss fights.
  • Dual Boss: Mildred, the First Mother, is fought alongside a crawling thing on the ground that was presumably her "child". Kayen, Father of Thirst, splits into two early into his battle.
  • Dual Wielding: Altus the First Father wields two swords; one of Soulflame and one of Filth.
  • Dungeon Shop: In line with the rest of the setting, these are frequently run by actual monsters. A gravedigger named Plato is actually the most normal shopkeeper you can find; at least it's not a writhing, female, slug "centaur" thing named Marella, or a spider creature in Thornvale.
  • Elite Mooks: Opening the cave entrance behind the tree reveals the elite versions of Crossbowmen and Halberdiers, the very first enemies you fought. Halberdiers' weapons are now charged with white Soulflame, while Crossbowmen get to shoot in bursts of three.
  • Enemy Summoner: Mothers will summon Fathers to them once they sight you, who will be attached to them on chains, through which they will get healed.
  • Everything Fades: Dead bodies and blood only linger on the ground for a few seconds at best.
  • Evil Is Deathly Cold: Death Speakers are people who escaped the uncertainty of life through serving death, and this gave them the power to cast ice projectiles, as well as summoning Combat Tentacles from the ground to trap you in place.
  • Eye Beams: These are used by Gehirnkaf, who have placed their heads in a cage to limit freedom of thought and thus ward off sin ("Can sin exist without intent? Can intent exist without thought?") This had somehow given them the power to fire these beams, but had otherwise not worked too well, given that they are all hostile to you, and scream horribly whenever they fire these beams.
  • Falling Chandelier of Doom: Mainly appear during the Venerable Spire level. The ranged enemies there, Venerable Archers, are capable of shooting the chain to drop these chandeliers on top of you! Of course, you can try to do the same to other enemies as well. Moreover, there are several instances where you need to shoot the chain and drop the chandelier on top of Spikes of Doom, so that you can cross them.
  • Fast Tunneling: The Children of Seeds can nearly-instantly dive into the "ground" of Thornvale and re-emerge anywhere else.
  • Flaming Sword: It is initially seen with the first boss, named Sveht, Devourer of Light, who can briefly set his blade on fire. Elite Halberdiers have their halberds permanently cloaked in Soulflame in the same way a sword would be. the reborn Frayed Knight Dominic has what looks just like a flaming sword...except that it's cloaked in black Filth. Finally, Altus, The First Father, has a true sword permanently burning with the white Soulflame... and a blade of filth.
  • Floating Platforms: Appear in The Undercity and Spire Dungeon. Striking them with a Hammer of Unmaking will cause them to descend violently, and this can be used to instantly crush your enemies.
  • For Doom the Bell Tolls: The battle with Gaston, Heir of Ambition, begins with a single arrow being fired above you, triggering the pressure plate that closes off the escape path, and ringing a single bell in process.
    • After the battle is done, you then fire at the same bell from his bow to call down a ladder.
  • Giant Mook: Sentinels, which are the golems the original Narcoss created. They are large, sturdy and wield heavy, damaging swords, but are correspondingly slow as well. When their attacks miss and hit the ground, even the flame in the ceiling lanterns shakes from the force of impact!
    • There's the even larger Frozen Giant - a skeleton who can not only attack in melee, but electrify himself, and cast two versions of an icy Shockwave Stomp; a fast version with just one hand, and a slow one where he slams both hands into the ground for a large shockwave. Luckily, he's only a singular miniboss, rather than a regular enemy.
  • Giant Space Flea from Nowhere: Sveht, Devourer of Light, the very first boss, appears with no explanation or foreshadowing outside of a player's expectation than an area must have a boss somewhere. While his Grimoire does fill in his backstory, there's no explanation for a similarly giant, and still living torso that emerges from the ground at the start of the battle, tied to a pillar that blocks your retreat, and slides back into earth at the end of it.
  • Giant Spider: The appearance of the True Final Boss, Avatar of Ur.
  • Golem: Sentinels, created by the original Narcoss. Their Grimoire description says that he hoped "these soulless titans would serve as eternal wards against Filth". However, when you defeat them, they can occasionally drop "Golem Souls", which are "free of thought and sin", even though they themselves drop several hundred Sin each. Perhaps they accumulate it the way you do, through defeating enemies and having their sin adsorbed onto them?
    • It's implied in their grimoire entry that the Soulflame Knights are also golems. However, and unlike Sentinels, they bleed red blood, not white Soulflame.
  • Grim Reaper: One appears on the Game Over screen.
  • Guide Dang It!: The process of obtaining the five Bell Shards, needed to unlock Avatar of Ur as the True Final Boss in the second and subsequent playthroughs.
  • Half the Man He Used to Be: In the Spire Dungeon, you'll encounter the so-called Beinefevers, which are the remains of the prisoners that are merely a pair of legs and lower half of a body, after failing to withstand the experiments with Filth they were subjected to. What's worse is that they are still "alive" and attacking you - by launching thin tendrils of flame from what are essentially their behinds.
  • Honor Before Reason: Gaston could have stayed unseen above, and let you and the unnamed forest creature fight to the death, and then attack the weakened winner. Instead, he lives up to his Heir of Ambition title by demonstratively finishing it off before your eyes, before jumping down to begin the boss battle.
    • The same honor seems to prevent him from not jumping back down whenever he finishes his attacks from the unseen platform above, where he's completely invulnerable.
  • Hyperactive Metabolism: Consuming Rotten Flesh and Burnt Flesh provides minor healing. It's never outright stated whose flesh it is, but given that Burnt Flesh's inventory icon is a very human-looking arm with a protruding bone, and that you can loot this from the enemies, many of whom are at least formerly human, the implications are unpleasant.
  • I Am A Humanitarian: Any player who has ever eaten Rotten Flesh and Burnt Flesh is probably this; see Hyperactive Metabolism above. Later on, you can outright eat Sinner's Hearts, to gain "atonements" (i.e. skill points).
  • An Ice Person: Death Speakers can create three small shards of ice above their head, before launching them in quick succession at the player, and following that with a large ice attack. Frozen Giant has two different icy shockwaves. Gaston, Heir of Ambition, can occasionally fire ice arrows, whether directly at the player, or to form an ice wall to protect himself. In all cases, getting hit with such an attack slows the player down with a Frost debuff.
  • Incorruptible Pure Pureness: Averted. If anything, the main theme of the game is that such a thing doesn't exist. A particularly pertinent example: pure white Soulflame can be wielded by the creatures who are themselves made out of pure black Filth (and this includes the player character) with no problems. the final boss, Altus, The First Father, wields a sword of Soulflame and a sword of Filth, and can even combine energies from the two for a screen-filling explosion.
  • Interchangeable Antimatter Keys: Averted; the keys open doors in the specific locations, and stay in your inventory once picked up.
  • Interface Screw: The attacks of Amandil, Father of Darkness inflict Dark, which blacks out the screen outside of a tiny circle next to the player. The Forest Dancer's Toxin is hallucinogenic, and warps the battle arena, to the point it turns from a flat area to a convex semicircle - an effect that gradually fades out as the toxin loses its influence.
  • Knockback: A crucial way of interrupting enemies' attacks. Even at the Cathedral of Ur in the end, Mothers can be prevented from summoning back-up through regularly shooting at them.
  • Life Drain: Kayen, Father of Thirst, heals himself with every successful attack he inflicts on you.
  • Limit Break: A subtler variation. There are no hard boss stages where they clearly change forms or obtain new weapons except for the Frayed Knight Dominic. Instead, the bosses gradually come up with the new moves to deploy against you as their health bar starts going down, which includes adding extra stages to their old moves.
  • Luckily, My Shield Will Protect Me: The first equipment you get in the game proper is a sword and a shield. The latter will automatically block incoming attacks at the cost of a considerable chunk of stamina, leaving you helpless once it runs out.
  • Magic Staff: Amandil, Father of Darkness, casts his shadow magic through the use of one.
  • Monster Compendium: Called Grimoire here, and is a typical example where you must slay the creature before it's added there. The few sentences written there is some of the only lore in the game, and for some bosses, they provide the only context available.
  • Mook Medic: Mothers of the Godless Shrine, who will heal Fathers near them, and summon them if none are present.
  • Multiple Endings: Two slightly different endings. The main difference is in whether or not you managed to unlock the True Final Boss, Avatar of Ur, through obtaining the five Bell Shards.
  • Multishot: Gaston can fire five arrows upwards all at once, which then boomerang back down, with the aim of hitting you in the back. Moreover, it's not even the most preposterous of his attacks. (That honor goes to an attack where he fires a dozen or two arrows one after the other with a machine-gun-level rate of fire.) Once you kill him, you are also able to perform multishot from his Bow of Deceit.
  • Non-Indicative Name: The first boss, Sveht, Devourer of Light, does actually seem to have any antagonistic relationship with the light. In fact, he eventually starts attacking with pure white Soulflame.
  • Nietzsche Wannabe: Many of the peaceful NPCs are some variation of this, though to be fair, their world hardly inspires optimism.
    • A sidequest riddle can only be solved by getting into this mindset. A room containing a Bell Shard is guarded by a Riddler who asks, "What does Death give?" Equality. This is hinted at in a conversation with a survivor at The Hearth, a much earlier location, who says "Death does not judge us. Death does not weigh our worth. Death does not measure." When talked to again, he hints at it even clearer, by asking "Do you believe in equality, traveller? They say all are born equal...Hah!" and when asked again, he flat out states "Equality...Only in death are we equal. You would do well to remember that." There's also Death's Altar in the Spire Dungeon, which gives the answer outright.
    • There are also fully nihilist enemies, Death Speakers, whose complete devotion to the Night God Death overlaps with Evil Is Deathly Cold, and gives them ice powers. As their description states: "In cowardice they embraced the nothing over the unknown, and in nihilism they found strength."
  • No "Arc" in "Archery": Zig-zagged. Your own shots will have to travel in an arc, whether they are fired from the Spirit Bow or Bow of Deceit. Gaston, however, is good enough to send arrows travelling in a straight line.
  • Off with His Head!: The player character does that to himself in the opening cutscene.
    • Certain enemies like Halberdiers also seem to lose their heads when killed.
  • Ominous Latin Chanting: Mothers do this once they summon Fathers and start healing them.
  • Over Penetration: Your swings will affect several enemies at once, even if its creatures as bulky as Sentinels.
  • Player Death Is Dramatic: Upon death, the screen turns fully white and the player character collapses on his knees, before a Grim Reaper appears and scythes him down, while "UNWORTHY" flashes on the screen.
  • Playing with Fire: There are multiple enemies and bosses who will attack with the pure white Soulflame, which inflicts burning damage for several seconds after a hit. You also get this power after obtaining Soulflame gloves.
  • Psycho Serum: Filth acts as this, to no real surprise, since it is literally concentrated sin.
  • RPG Elements: The player character gains levels, and can raise their stats, like hit points, or the extent of healing provided by Soulflame Essences.
  • Sad Battle Music: Most bosses have battle themes that are more sad than anything else, to highlight that they used to be good people, now fallen to their gravest sins. This is at its most obvious with Gaston's and Frayed Knight Dominic's first theme. Even Altus, The First Father, the reason the game's events happened they way they did, still gets a relatively sympathetic theme. Only the themes of bosses considered to be true monsters, like Father of Darkness Amandil (who oversaw experiments on prisoners that turned them into monstrous Beinefevers) or Father of Thirst Kayen, are not sad at all.
  • Save Point: Sacred Kilns, which later also serve as the upgrade points, and allow the player to teleport between them (via a giant crow's talon lifting them from one Kiln to the other). They were originally created by Narcoss the Anvil, who becomes the second boss of the game.
  • Shield-Bearing Mook: Combined with Giant Mook, in the form of shielded Sentinels, who are as powerful as the regular Sentinels, but have to have their shield destroyed with the Ground Pound from the Hammer of Unmaking before they can be damaged from the front. Grimoire description states they created the shield on their own after gaining glimmers of sentience over time.
  • Shock and Awe: Mildred, the First Mother will attack with lightning fired from her hands. Narcoss, the Anvil can charge his Hammer of Unmaking with literal electricity. Once you defeat him and get that hammer, you can do the same.
  • Shockwave Stomp: Narcoss, the Anvil first simply tries to strike you with his hammer. (He does it hard enough for the chains on the ceiling to shake and rattle even when he misses.) His hammer soon gets charged, and then he begins intentionally striking the ground to cause an electric shockwave, which has limited range at first, but is eventually capable of sweeping most of the screen. Once you defeat him and pick up his hammer, you can do the same.
    • Frayed Knight Dominic's second form can create shockwaves of filth running in both directions. If they connect, the player is "cursed", and cannot heal until the effect fades.
    • The first boss, Sveht, Devourer of Light gets a unique example. Once his health gets low enough, he somehow causes a pair of grasping, locking-and-unlocking hands to emerge from the earth and quickly travel towards you. (To be fair, you are fighting on a graveyard.) That is in addition to simply procuring a fistful of flame and slamming it into the ground, which is an attack he gets earlier.
    • Frozen Giant can create two different shockwaves of ice. Fathers produce a shockwave of Soulflame.
  • Shoot the Medic First: Disturbingly, the "medics", encountered only in the game's final area, are clearly pregnant robed women who don't attack you on their own. however, it appears that they are pregnant with shadow creatures, who can be let loose on you if they stab themselves instead of fighting further.
  • Skeleton Motif: Your Sin counter is represented by a skull icon. Skull also marks boss' position on the map. You can also often find skeletons laying about on the map; floors in The Undercity in particular are littered with barely visible ribcages.
  • Smashing Hallway Traps of Doom: Encountered in The Undercity.
  • Spin Attack: Both variations of Halberdiers spin their weapon in a vertical arc around them. Gehirnkaf quickly spin whips around themselves, while Soulflame Knights spin their swords horizontally twice. Totverfolgen zealots can attack only by charging forward while somehow getting the heavy cross on their back to spin several times. Frayed Knight Dominic also has an attack where he charges forward while spinning his sword vertically.
  • Spikes of Doom: Appear from The Undercity onwards; whether on a ceiling when you travel on Floating Platforms, or on the walls, to make you think twice about rolling around carelessly.
  • Splash of Color: The blood of the enemies is generally still red. Amusingly, Halberdiers bleed red blood when hit by an attack, yet when they die and are decapitated, the blood squirting from the neck wound is black. Unless that wasn't blood, but pure filth?
  • Sprint Meter: Stamina is consumed with every attack, block or dodge roll, and so stamina meter is a key element of the game. Luckily, it extends as you level up.
  • Steel Mill: The Hallow Foundry level. Somehow, and in spite of the general decay seen everywhere else, it still has working machinery pouring molten metals into wagons on a conveyor line.
  • Sticks to the Back: This happens to both bows while you are climbing ladders.
  • Story Breadcrumbs: Much like its inspiration, the only way to gain any information from the world is through item descriptions in the inventory and enemy descriptions in the Monster Compendium, brief conversations with the few peaceful inhabitants of the world, and a single Apocalyptic Log.
  • Super Spit: The ranged attack of Lambs and the Dark Lurkers.
  • Suspiciously Cracked Wall: These are to be destroyed with the Hammer of Unmaking.
  • Tactical Suicide Boss: Gaston, Heir of Ambition has an attack where he jumps to the tree branches off-screen and begins shooting ice arrows straight down. During that time, he's completely invulnerable, and you can only wait until the attack ends. It makes sense he has to recover, but unclear why he has to come back down to the ground to do so. Even he activates this attack while near death, he chooses to extend it by firing two such arrows at once for the final volley, and then come down, rather then simply staying back up. Presumably, he's literally too ambitious to consider such a cowardly move.
    • It's equally unclear why for his normal attacks, he always stops a short while before reaching the edge of the arena, giving you just enough space to roll behind him, and get a couple of hits in while he's shooting in the wrong direction.
    • Amandil, Father of Darkness fights you in an arena divides in three by two beams that cannot be crossed, except through using a Spirit Bow. Nevertheless, he occasionally teleports in the same third as you to wail on you with a staff, even though he has several ranged attacks and is far safer at range. He even does it when you are blinded by a previous attack, and so basically incapable of either shooting at him, or dodging his shots well, yet still capable of dishing out damage in close quarters.
  • Tastes Like Chicken: The description for Rotting Flesh: "Restores 10 hit points. Probably doesn't taste like chicken."
    • In turn, the description for Burnt Flesh says that it "Restores 15 hit points. Probably doesn't taste like roast chicken."
  • Teleporters and Transporters: Obtaining the Crow's Eye from the defeated Father Amandil allows you to essentially teleport between the discovered Kilns. The game being what it is, however, the process is portrayed as a giant crow's talon lifting you at your current Kiln and dropping you off at the other.
  • Teleport Gun: The Spirit Bow acts in this manner, and is crucial for getting around the later stages of the game, as well as the Father of Darkness and Forest Dancer boss battles. Gaston wields the Bow of Deceit, but he can also use it to teleport himself to the other side of the boss arena.
  • Teleport Spam: If you are not fast enough, Death Speakers can teleport to the other side of the room right as you were about to finally strike them. The boss of their area, Amandil, has the same ability.
  • There's No Kill Like Overkill: When entering The Gardens, a creature that looks like the boss claws its way out of the ground. It immediately falls after getting seven arrows to its back, and then it gets at least double that amount, essentially turning into a pincushion. Then, it is all burnt away with a single arrow, and only then does the real boss of the level jumps down.
  • Trick Arrow: One of Gaston's abilities is to fire an arrow in the precise middle of the boss stage, which forms a solid wall of ice. It will remain in place until broken with the Hammer of Unmaking. He can also fire that arrow straight at you, which deals plenty of damage and slows you down with the Frost debuff.
  • True Final Boss: Avatar of Ur, who cannot be fought in the first playthrough of the game, and instead has to be unlocked by collecting five Bell Shards so that you can finally restore the bell, as was your mission.
  • Weird Currency: The only thing all the shopkeepers accept in return for their wares is the delicious sin you collect from the fallen enemies.
  • Whip It Good: The Gehirnkaf use these whenever it would take too long to fire their Eye Beams.
  • The Underworld: Interestingly, it acts as a tutorial level, with the player allowed to figure out how attack, roll, etc. in a safe environment with no true enemies, before their character claws their way out of the grave, and the game proper begins.
  • Unnecessary Combat Roll: Like in Dark Souls and other games of its kind, it is the main way of dodging, with the player becoming briefly invincible during the roll.
    • This move is also used by some bosses: Gaston occasionally avoids your attacks in this manner, while for Narcoss, it's pretty much the main mode of locomotion.
  • You No Take Candle: Marella, a shopkeeper of sorts, speaks like this. Given that she's some sort of a large centaur slug thing (probably related to the Dark Lurker enemies), it's almost a wonder she speaks at all.


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