DarkMaus is an indie action RPG with challenging, skill-based combat that punishes careless play.
User reviews:
Very Positive (225 reviews) - 89% of the 225 user reviews for this game are positive.
Release Date: Jan 26, 2016

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About This Game

In DarkMaus, you play a lonely wanderer searching for what's left in a corrupted world. The odds are against you - you will certainly perish.

Note: This game is designed for an Xbox Controller, but mouse / keyboard works too.

  • A worthy challenge - combat in DarkMaus is thoughtful and skill based. Enemies force you to be reactive to survive, and punish any greedy moves or mistakes. You'll start out swearing that it's impossible, and end up a god among Mäuse.
  • Death Echo - each time you die, an ally ghost is summoned that retraces your steps, fighting by your side. With time you can collect multiple ally ghosts and choose their weapons for extra strategy opportunities.
  • A dark world to explore - search for answers and secrets in the desolate land of Hazath, whose inhabitants have gone feral.
  • Combat style variety - from spears to greatswords and bows to fireballs, DarkMaus has a large number of viable builds and playstyles, each with their own strengths and weaknesses.

System Requirements

    • OS: Windows Vista
    • Memory: 4 GB RAM
    • Graphics: Shader Model 3. If you have a laptop, be sure to choose your dedicated GPU!
    • DirectX: Version 9.0c
    • Storage: 500 MB available space
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Very Positive (225 reviews)
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Most Helpful Reviews  Overall
55 of 65 people (85%) found this review helpful
11.7 hrs on record
Posted: January 27
This game is suprisingly challenging in a good way, I came in expecting another cheap indie title that wouldn't give me much of a challenge or I could just breeze through to kill some time...but man was I wrong and i'm glad I was.

Dark Maus is like a top down version of Dark Souls except you play as a mouse fighting off various other deadly creatures from other rodents, spiders, birds....and even bulls? Yeah it's a little out there but it's all in good fun and challenge more than anything, each weapon feels different enough to the point where you need to switch up your weapons and magic fairly often to take down certain enemies, along with just carefully planning your stikes, blocks, and dodges, there's nothing more terrifying and satisfying than being swarmed by a bunch of black widow spiders only to barely kill them all....then resting and they respawn....

Really one of the most interesting things about the games is how you feel like it's just a normal type of game where you just need to get to the end but the thing that kinda threw me for a loop was meeting another character who I was to escort to a village, and once I got her there I was told more of the backstory of the game and it was completely optional to keep talking to her and getting another quest, a small detail but very interesting to me personally.

I could tell you more but that would kinda ruin the suprise and charm.

All that said, i'm loving the game so far, pleasently suprised, and i'll be playing more of it!
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76 of 105 people (72%) found this review helpful
5 people found this review funny
3.1 hrs on record
Posted: January 26
A top-down, stylized game that borrows quite a lot from Dark Souls.
The game has quite an in-depth combat system that makes it fun. You've got a quick, weak attack, and a stronger one that drains more stamina. You can also block enemy attacks, at the cost of losing stamina.

As you play through the game, killing enemies and looting their bodies will allow you to enable new abilities. These add further variety to the combat. One ability allows you to dash forward and attack quickly, while another allows you to continuously swing your sword heavily. Although it leaves you vulnerable, each consecutive attack deals more damage. It's a great trade-off situation.

Enemies occasionally drop marrow. This works like souls in the Dark Souls series. You can use these to increase your stats at campfires, Stats such as health, how much weight you can carry, or attack speed. Depending on what type of weapon you want to wield, you'll also need to put points into that weapon class. My favourite being magic :)

Resting at a campfire will heal you, but also respawn all enemies.

If you're killed, you will drop all the marrow you currently have, and respawn at the last campfire. You have a chance to fight back to where you died, and pick it all back up. If you die again though, your previous marrow drop is gone. I personally love this kind of punishment, as it allows you to possibly redeem yourself.

There are a lot of paths and secrets you can find, which makes exploring rewarding, despite it being dangerous.

There's an absence of music, but I love the ambiance and world sounds. They really add to the creepy atmosphere, along with the awesome visuals.

Overall, it's a really fun game. Hardcore, unforgiving, but it never got frustrating.

(Review code was provided by the developer. Although my review & video remain my honest opinion about the game, and were not affected by the code)
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29 of 29 people (100%) found this review helpful
3 people found this review funny
9.8 hrs on record
Posted: February 12
Darkmaus is a pleasantly surprising start to the indie year, the game draws heavily from the Dark Souls games and has the difficulty of one to boot. There is a good amount of content and replayability, especially for the £6.99 price tag. Not to mention the game is still being worked on to squash out a few bugs other people (Not me.) have been experiencing.

You are a maus (German for mouse, credit goes to Othrandur for pointing that one out.) who wakes up on a shore next to a boat armed with a toothpick and a shield. Your first move is to explore the surrounding area and try to find some purpose whilst learning the basics and fending off bugs, arachnids, other maus and various other eldritch horrors.

As somewhat of a Dark Souls veteran, I personally feel that the game does a good job of maintaining the atmosphere of the source material while still presenting new and often challenging elements throughout the experience. The game is not exceptionally long, however there is plenty of content that will have you hugging every wall looking for secrets. Being heavily exploration based you may find the world to be a bit overwhelming early on, but just keep checking that map and you're bound to discover a route you previously missed.

The combat is weighty and fairly simple once you get used to it, there are a few imbalances here and there (Almost exclusively in the player's arsenal.) but it's easy enough to learn with a little patience. The biggest change in the Dark Souls formula to me is the frequency of bonfires and the scarcity of healing items. Often each area will serve as a test to your abilities, pushing you to do better in order to succeed. Healing items are extremely sparse and should be used accordingly as a result, always try to keep a couple handy for reviving friends.

The selection of weapons is widely varied and most weapons offer something unique to them. This serves to add variety to the combat and differentiate weapons in the same classification from one another. My favourite example is the scimitar, which swings faster after each successive hit. The Katana has more base damage, but I really enjoyed getting behind some bosses and comboing their butts to death.

The most recent patch at the time of writing this added a quick heal feature which was highly requested from fans (Myself included.) which is a welcome change. Healing items are still rare, however you no longer have to access the inventory mid battle to use them. This small change shows that Daniel (The bloke who made the game) listens to his feedback, something many AAA developers could stand to learn from.


It's like Dark Souls with mice and simpler two-dimensional combat, if you like the Souls series or just challenging games in general then I highly suggest checking this game out.
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27 of 29 people (93%) found this review helpful
1 person found this review funny
9.5 hrs on record
Posted: January 27
  • Relatively intricate level design for a top-down 2D game.
  • The variety of weapons and trinkets you can find in the world keep me wanting to explore.
  • Combat mechanics are solid, very familiar to anyone who's played a souls game

  • Though the aesthetics are good, they can be a bit muddled for gameplay. Items and the stamina gauge don't stand out as much as they should.
  • 2D top down view makes certain enemies' attacks difficult to see.
  • Unlocking weapons requires you invest levels in certain skills, which up to a certain point provide no benefit beyond being able to use that weapon. it can be frustrating to put points in a weapon skill only to find out that you don't like how the weapon works.

In short: What you see in the trailer is pretty representative of what you'll get. It has some frustrating issues, but nothing that's a deal-breaker.
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36 of 47 people (77%) found this review helpful
2 people found this review funny
4.4 hrs on record
Posted: January 28
First Impressions Video: https://youtu.be/ZuON7xzHZaM

Target Audience: Those wanting a challenging 2D combat game that doesn't rely on overly complicated skills, but down to base weapon play

Games that play off more famous games names usually send a big red flag for me, but Dark Maus and its similarities to Dark Souls feels justified here, and reasonable. The combat does a great job of providing a challenge for the player, and the gameplay is precise enough to reward smart and tactical movement by the player. The level design helps in providing wide open spaces when you need it (when facing enemies that charge you like bulls), but shrinks it down to small corridors to cause some claustrophobia as the traps and enemies surround you at every turn. The difficulty is high: and yet fair: not relying on tricks, but forces you to adapt to your environment. While some of the sound design needs a bit more impact and there's some goofy menu implementation, the game's weaknesses don't overshadow the core combat in any way. If you're looking for a 2D combat fix, you could do a LOT worse then Dark Maus, because it's got the combat down.

  • Combat is surprisingly precise and makes the combat difficult and yet satisfying on several levels. Timing, luring, and good reflexes all play a huge part in being successful, and button mashing won't work ever. Technically, was surprised on how accurate the hitboxes were.
  • Weapons and skills lead to variety in combat. Good enemy selection early on helps this along. Using skills wisely can help not only through combat, but in exploration sections as well.
  • Boss battles were memorable, forcing you to use what you had learn up to that point in new ways.
  • The aesthetic may be simple, but it captures the loneliness of the world and the dire circumstances the world is in. In particular, I love the lighting affects in the game, never knowing what's around the corner, and how it causes even more tension.
  • Level Design does a great job of complementing combat as well, making the situations a bit more tense with strategically placed traps and claustophobic conditions.
  • Ok, the name is appropriate for the game.

  • The menu implementation needs work, especially with the map. It became a huge chore to bring it up via the controller implementation. Maybe a mini map would have worked better.
  • The sound design could use some improvements. Turning off the sound entirely didn't seem to have any effect of the game's combat.
  • There seems to be a lore here....I just wish there was more story.
  • You'll get lost, and the map implementation doesn't help. It becomes a little bit more of a problem because enemies respawn.
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19 of 19 people (100%) found this review helpful
12.4 hrs on record
Posted: January 29
It's an humble game but it's surpringly good for what it is.
Combats are challenging, most of the enemies are tough and require you to take real care at their patterns in order to be defeated without harm. The level design will usually place you in really tense situations where you'll most likely die and learn from your mistakes. In fact, most of the progression in the game will come from you, learning of the enemy and their placement, along with a few, really handy perks that will allow you to have ghosts like minions or better dodging (which is crucial if you want to survive).
Though leveling your character can feel a bit weird and even frustrating early on, for you really don't know what to upgrade at first. Most of the weapons dps or efficiency will be based on skills relative to specific weapons types, which makes you really hesitant in what to specialise because the game doesn't really give you clue of what will be best at use. For example i started by really focusing on spears and some mobility until i realised that most boss fights were better handled with long or great swords. Also i felt like the bow was really unworthy other than in locations that you already known, unless you spam randomly at the distance hoping to hit something that won't punish you after that.
But in overall the game feels decently balanced. Weapons brings their own playstyle, some being safer than others.

The game have some good ideas too, especially the ghosts followers and the way it tackles story and quests. Loved the pacing and attention to details, from the light radius effect tied to your torch to the small foot prints displaying where you already go and stuff like that.
But to be fair, what really makes the game is the atmosphere, which is gorgeous ! It's dark, mysterious and have moments of thrill that will make you shiver and progress with caution. I especially love how you go from an underdark cave that feel claustrophobic to a suddenly wide plain with a strong breeze. Makes you really paranoid to what you might encounter from any direction.

My only few complaints would be that, well i found myself getting disoriented quite often and had to rely heavily on the in-game map due to the art-style of the game. I mean, i don't blame the artistic direction that i find really good, to be honnest. Just that even if there's attention to details that helps bring some personnality to a few places, the black and white look get a bit unclear at some points.
The Maniability can be really abrupt sometimes too, stuff like dodges or attacks that doesn't always work in close combat even with a good stamina on, or even occurs twices when you didn't meant to. It usually happens when launching an attack, while the character was preparing to swing, if you happen to hit the trigger again.
Also i admit that sometimes i just killed my character so i could proc the two ghosts follower to make the playthrough a little easier, for there's some really unfair moments here and there. It's also sad that the huge amount of campfire feels a bit like a way to compensate the low amount of healing items, and that using inventory in combat is just impossible.

Lastly, there's a lot of details that will look like a Darksouls copy paste. Which i don't really complain since i like that game a lot. But still, you got bonfire and pyromancie and undeads and the UI and buttons placement... i can't help but feel a bit sad that it reproduces a concept without really improving on it or go a little ahead.
I always felt that most of the souls serie gameplay mecanic were strongly tied to the lore of the game, from pyromancie being an art of using the flame within mankind and getting more powerful by feeding it or, the fact that you loose souls when you die because there's a thematic of going hollow and stuff like that. Dark Maus doesn't really seem to think or get that deep into that, even if the gameplay works fine.

Also the music, while being well composed, can be a bit off sometimes.

Besides, i really enjoy the game and will probably play it through NG+, just so i can see how the game react if i kill everyone (especially Anna, for she really kicker my ♥♥♥ in my first try because i friendly fired her a little too much >.<).
It's pretty good, and since i always felt that there was too little RPGs with mices (being a fan of Mouse guard, Mice and mystics and Redwall) i'm just more than happy to have sweet title like these coming into the market place, and will gladly recommend it.
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19 of 20 people (95%) found this review helpful
2 people found this review funny
11.4 hrs on record
Posted: February 13
The original review can be seen at RogueReviews with images, gifs and captions.

Darkmaus is a heavily inspired tribute to Dark Souls, play as a mouse as he journeys through the scourge of Hazarth in this fantastic little action RPG.

+weighty combat
+smart AI
+good soundtrack
+unique aesthetic
+mice eat cheese to heal

– NG+ balancing could use work

DarkMaus is the first entry of hopefully many games for indie developer Daniel Wright. It is no secret that DarkMaus is heavily inspired by Dark Souls, with the developer openly talking about his love for the series itself and how there was nothing quite like its combat which led to him making DarkMaus. While DarkMaus is clearly inspired by it, it has developed an identity of it’s own with it’s minimalistic artstyle and 2D top down combat. You find yourself adrift on a shoreline with a broken raft nearby, dialogue prompts show up along the way explaining the mechanics of the game.

If you’re a Dark Souls player like I am, most of the mechanics will feel very familiar. If you’re not acquainted with the series then there are a couple key points you should know before diving in. DarkMaus has slow, weighty combat, it rewards patience and well planned combat initiations. You cannot button mash or rashly run through a mob of enemies, they will punish you thoroughly and make quick work of you. Healing items come in the form of cheese and are especially scarce so you cannot waste them on the simplest of battles. You want to avoid death at all costs, the reason being is that you lose all your bone marrow upon death. Bone Marrow is used at bonfires which are basically check points that save your progress and allow you to recover all your health and upgrade your stats. DarkMaus is an RPG at it’s core, and while you could finish the game at level 1 with enough skill and patience, levelling up is usually the recommended route for newbies.

You have a level up menu that shows all your weapon skills and attributes. Health affects how much damage you can take, Stamina determines how many attacks or dodges you can do before getting tired, Capacity reduces movement penalty on heavy armour, resilience affects how easily you get stunlocked by attacks and Dexterity affects attack speed. You gain 1 point per level to put in any of those, the only downside is that it requires more bone marrow from enemies the higher the level you are.

Each weapon type has their own moveset, and damage types. You can specialize in many different types of weapons but it’s usually best to specialize in 1 or 2 weapons that cover your weaknesses. There are clones of yourself that you find scattered around the world who have your exact loadout so it’s doubly important to cover your own bases and have a backup weapon that can counter your moveset. All weapons have a minimum spec requirement in their respected skill type with most basic weapons having an average requirement of 2 points, giving you an opportunity to try out most of the weapons and see which playstyle you’re most comfortable with. On my first run I championed a Katana and shield which allowed for a very agile moveset, where I mainly concentrated on flowing in and out of battle with short quick attacks which gave me ample time to dodge out of harm’s way at any given moment.

Like the Souls games, it tends to rely on showing rather than telling. It relies on visual storytelling rather than narrative, allowing the player to interpret what has happened and decide what you should do about it. There are rare moments when you will come across other sane mice in DarkMaus, most of them friendly in nature. If you decide to help them, only then will you learn what exactly is happening in the world of Hazath. An ancient Necromancer named Zarristar has returned, his army of hunters prey on the living, feeding on them for power so in turn he can feed on them and regain the power he has once lost. His constant revival of his enemies for feeding has caused them to go feral, becoming the vicious monsters they are now. Lord Victor went to face Zarristar before the scourge occurred but he has yet to return…Your task, if you choose to accept, is to find him and creating a plan to break Zarristar’s curse once and for all. The beauty of DarkMaus is that you don’t have to play nice, you can kill everyone and the game will play along. It’s up to you whether or not you want to restore peace to the world or become a vessel of Zarristar himself.

DarkMaus has a beautiful, dark minimalist art style that perfectly embodies the cruel reality of the world you’re exploring. The world surrounding you is bleak, covered in shadows. You can barely see anything past the light of your torch which slowly diminishes the longer you go without finding a bonfire. Every step into the unknown is filled with uncertainty and dread, knowing that your next step could lead to your inevitable demise. You will die, a lot. Levels are filled with all sorts of traps, that will corner you and force you to fight enemies while heavily disadvantaged. Darkmaus introduces a mechanic called Death Echoes to overcome these odds, if you find these trinkets everytime you die, a little ghost ally will follow you around and fight with you for a fraction of your strength. Find enough trinkets and die enough in a specific area and you’ll be roaming around with your own little mouse army. If you’re a roguelike fan, death and repeated frustration is probably your idea of a great time, otherwise stay far, far away.

The soundtrack supplements the atmosphere of the game with slow moving synth pieces, that are ambient and droning, shifting in nature giving the player subtle clues of what’s to come next. This is most apparent when the music becomes clashing and cataclysmic, with only one message warning you “You are Being Hunted.” Every once in a while, you will be invaded by Hunters whose soul purpose is to kill you and feed on your corpse for your bone marrow. The hunters are fast, they are fierce and they are merciless. If you get caught by a hunter while in the middle of clearing other enemies, chances are you will not survive. Your best course of attack is to run far, far way until you can fight him solo and even then it’s still quite the challenge. If you lose and they feed on you, you will respawn with only half your health which slowly goes back to normal over time, while victory rewards you with a massive amount of experience.

My biggest critique of DarkMaus if I were to choose would be the balancing of NG+ and beyond. The combat went from unforgiving to absolutely brutal in the later sections. I believe this is due to the randomized curse you are given which can range from, harder to stun opponents to your dead corpses are reanimated and become enemies. I received the latter curse and I absolutely dreaded the thought of dying at any moment due to how strong my build was, making it impossibly hard to face not only myself in combat but avoiding other enemies and traps at the same time as well. Other than that, I have very few minor qualms about DarkMaus except possibly adding a strafe mode outside of combat to avoid traps adeptly.

Darkmaus is a rare gem that captivated me for hours on end, only breaking the spell once I actually finished the game in a single 6+ hour session. And once I did, the very next day I went straight back to marathoning it until completion in NG+ mode. It’s that good. DarkMaus emulates and captures the atmosphere and gameplay that I loved so much from Dark Souls 1, bringing it's own well done minimalistic approach with adorable mice characters that can go feral at the drop of a hat. I absolutely recommend this game to anyone who wants to scratch that Souls itch or to new players who want a unique experience of patient and rewarding combat that will keep you enthralled for days to come.
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16 of 16 people (100%) found this review helpful
9.6 hrs on record
Posted: January 28
Dark Maus is an top-down action game with a lot in common with dark souls. It has plenty of things that make it unique, however, such as the Death Echo and ability systems, the fighting style, and the art.

-Fighting is fun and varies greatly from enemy to enemy
-The Ai is intelligent for what it is, and forces players to try different items and strategies. I often found that the harder enemies were more sneaky and skilled than I was, and had to return later when I'd gotten better.
-Level design and enemy placement is very well done, and captures the feeling of relief/surprise when finding a shortcut in the original Dark souls. There are also some enemies that, when defeaten, change the dungeon in some way, which is neat.
-When the player is killed, they are ressurected along with a "Death Echo", a ghost of your former self that retraces its steps and battles enemies along the way. It's a nice way of making sure players don't get stuck in hard areas, as you can make sure your ghost hoard is carrying the weapons that will benefit you the most (by dying while wielding them) and power through tough spots.
-The dev (yep, singular) is very helpful and dedicated to his game, and is trying to work out any problems players report

-It's a bit rough around the edges. Music will cut out and restart randomly, there's no real title screen, and there are a number of bugs (most of them harmless, but some frustrating) that I've run into. After the most recent patch there have been a fair bit of crashes as well, although I feel that those will be solved relatively quickly.
-The game seems pretty heavy on CPU usage and could use some optimisation.

Overall, it's a challenging, fun game that's experiencing the few hiccups that follow any game release. I wholeheartedly recommend it, but if you don't want to deal with these early bugs I'd put it on your wishlist and check back in a few weeks.
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17 of 21 people (81%) found this review helpful
4 people found this review funny
11.4 hrs on record
Posted: February 7
453 deaths. In under 10 hours. I beat dark souls three times.
Welcome to DeadMaus!

The biggest difference between this game and dark souls is the ability to not die! There are five primary reasons as to why you will die in deadmau5:

- no estus flasks; you'll find items that heal you but they are all consumed
- the vision is limited not only by your screen, but you can't see anything that's not lit up by a light source; this game is dark in a very literal sense of the word
- Traps. Are. Everywhere.
- 90% of the time, you will not see the traps (that. are. everywhere.) until you spring them
- the enemy AI's are evil geniuses operating under the evil power of the evil Mother Brain evil evil

And yet, after all all of this death, I still recommended this game! Dark Maus is not fun because it directly mimics the Dark Souls games, but because it flawlessly emulates I Wanna Be The Guy via great use of the mechanics of the Souls series. In consequence of using Souls's mechanics, the game offers plenty of replay value through its weapon variety, self-handicaps and how you take care of baddies. And, because it's like IWBTG, you get to die a lot in a lot of hilariously unfair ways. This game's a very odd kind of blast, but a blast nonetheless.

Its only real shortcomings are its lack of story and its fairly plain (albeit spoopy) sound track. But this game costs $10 and was made by one guy, so there's that.

I definitely recommend this game to anyone looking to jump right into a challenging game for cheap, so long as they don't mind leaving behind their MLG KDR.

8/10. Jump right in! Good times are to be had at a critter's expense!
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22 of 31 people (71%) found this review helpful
1 person found this review funny
10.4 hrs on record
Posted: January 29
Love the game a wish more Dark Souls like games existed! must own for any dark souls fan.
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Recently Posted
11.2 hrs
Posted: September 26
Few games indie games give me as much to think about as DarkMaus. It's an interesting mixed bag of goodies that both delight and frustrate you with every bite.

At its most basic, DarkMaus is top-down Dark Souls with a minimalist aesthetic reminiscent of Limbo. It's visually humble and charming, and combat adheres to the same rules that made Dark Souls a success. It's slow paced, dangerous and cerebral, forcing you to carefully consider and commit to actions. Using the shadows as blind spots keeps exploration tense as you turn every corner, and the game teases and rewards observant players with clever little reveals. DarkMaus felt more like my first playthrough of Souls than any other imitator has before it.

Thay said, the game is full of small but frustrating issues. Bosses were underwhelming. The final boss, one of the most powerful beings in existence, would be a pushover if it weren't for his adds. The UI could use work. Scrolling through your inventory is a chore, and why on earth is the B button - which functions as 'cancel' in every other menu - the 'confirm' button in the level-up screen?

The art design has the unfortunate side-effect of making areas feel indistinct and hard to remember, forcing the inclusion of a map. This leads to a lot of glancing back and forth as you try to backtrack to that alternate path you bypassed. I also noticed a few fairly severe and random frame drops and freezes.

The game's greatest sin, however, is the Death Echo system, DarkMaus' unique feature. The ability to bring multiple ally ghosts with you raises a lot of balancing concerns that failed to be addressed. Individual enemies become trivial when you can team up on them, so the game balances this by filling rooms with multiple enemies and projectiles which can be insufferably irritating when solo. Ally ghosts will damage you with AOE fire spells and run ahead to aggro large groups of enemies you weren't intending/ready to fight. They often become more of a hassle than they're worth.

But for all these issues, DarkMaus impresses in something else. The level design is intricate, varied, and hides lots of secrets in its pockets. There's a deep roster of weapons (19) for a 5-6 hour experience. Enemy AI is surprisingly reactive to you. I had enemies react to being repeatedly parried by abandoning that attack, leaping backwards when I pulled out a ranged weapon, and turtling when I relied on counter attacks. And there seems to be 2-3 different ways you can play out the NPC quests, giving a sense of agency I didn't expect to have in a game like this.

Ultimately, if you like Souls, DarkMaus is worth a try. There's enough here to bring me back for another run, and that earns a recommendation from me.
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17.5 hrs
Posted: September 17
It's like Dark Souls, but with mice. What more could you ask for!?
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4.4 hrs
Posted: September 11
Games like this are the reason the 2 hour restriction for refunds are ♥♥♥♥♥♥♥t.

Enemies that turn on a dime that never make mistakes, have effectively infinite stamina, which can stunloock you to death from full health, losing half my health at respawn for seemingly no reason and losing my recovery point as well, with the main "ghost" mechanic of the game ♥♥♥♥ing you over by leading enemies to you that were rooms away, and massive difficulty spikes, all with a horrendous framerate.

I wanted to love this (I love Dark Souls and rats, so those two things together seemed like the perfect game to me), but this turned out to be the worst game I've played on steam.
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5.6 hrs
Posted: September 10
Essentially, this game is a mix of Dark Souls, Limbo, and The Secret of NIMH, and by that I mean it has a dark minimalist aesthetic where everything wants to kill you and you play as a mouse.

While it obviously borrows from Dark Souls with its combat, death mechanic, and levelling system, it does have a few tweaks and perks that set it apart, if only a little. As well as losing your experience after dying, you also spawn shadows of yourself to help you reclaim your lost points. Normally they simply retrace your steps and only attack nearby enemies, but you can customize some abilities that allow you to have them follow you around until they die. There are also plenty of other combat abilities such as a shield bash or a heavy spin attack using skill points built up from reaching a certain character level or by discovering new areas and defeating bosses.

This might all sound well and good, but there are some issues with the combat and the RPG elements. For the most part, enemies have a pretty predictable pattern of blocking whenever you attempt to attack them, so you simply have to bait them into attacking you, either dodging or blocking, and then hitting them every so often.

For those looking for more of a challenge, you'll wind up disappointed that enemies simply get heavier weapons, armor, more health, and more combat abilities shared with the player that are largely unbalanced. The most basic ability being the dash attack, while simple and not terribly effective when used by the player, can be outright murder when used by an enemy simply because there's basically no reasonable tell in enemy animation, so you'll end up just eating damage by the end-game and relying on beefing yourself up with heavier equipment, effectively killing character variety.

Besides the gameplay, there is a pretty glaring issue with the graphics, specifically the framerate. For seemingly no reason, the framerate can take a massive dive regardless of setting. You could be fighting four mice with three of your own shadows and their funky graphical effects and the game will run pretty smooth, but then you'll sit down at a campfire and have the game nearly fall apart, sometimes even locking up for a few seconds. It's completely inconsistent, but common nonetheless, so it can definitely get in the way of the gameplay if you're in combat, or just trying to sight-see and enjoy the environments.

Despite all of these issues I have with the game, it was still a pretty fun adventure with great presentation, and I'd say it's a pretty impressive project for only three people. There is a NG+ after beating the game, but with how small the game is, I'd say you're better off starting a new file to try out different builds.
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9.3 hrs
Posted: September 7
Amazing game hampered by HORRIBLE framerates. I'm running on a modern rig and this really simple little game chugs down to ~20 fps. There are no graphics settings to fix this other than playing in a TINY window, which basically means you die over and over because you click out of the game.

The dev said he'd "work on this" almost a year ago. Lying dev + zero support for the game + impossible to play = don't buy.
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1.2 hrs
Posted: September 7
A hauntingly beautiful love letter to Dark Souls, the Limbo-like atmosphere is perfect for a game like this, combat feels good, it has it flaws, however, the experience is well worth the price that the developer is asking for. I rate it 8/10
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32.0 hrs
Posted: September 4
"It's just like top-down Dark Souls!" They told me...
They left out that it was twice hard 1.3 times prettier.
9/10 - Will die again
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17.3 hrs
Posted: September 2
It is good if you like the dark souls related games,it has an intresting art style and nice gameplay,it is not that hard.It doesnt have a good story ( not that anyone playing this type of games expects them to ) but this doesnt matter because of the solid gameplay,the game can be completed at about 16 hours more or less,it isnt big but it is a fun experience
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10.1 hrs
Posted: August 21
The best indie game I have played in years. Challenging with diamond gameplay.
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7.5 hrs
Posted: August 15
what a frustratingly fun little game we have here! thanks dark souls for spawning all these delightful little indies! i was choking on bog standard platformers till you came along. kisses and hugs!
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