ASTLIBRA Revision

ASTLIBRA Revision — AnálisisWeight-based combat mechanics create unique risk-reward dynamics in this expanded indie action-RPG, though repetitive level design and opaque crafting hinder accessibility.

Valoraciones externas95%Reseñas de Steam30,4 mil reseñas85Metacritic/10082OpenCritic/100
Análisis de: Mo Bai · Publicado el: ·review.views: 3,035 Comentarios
Desarrollo / DistribuciónKEIZO|Lanzamiento2022-10-13|AcciónAventuraRPG|
6.8
Puntuación global

“Weight-based combat mechanics create unique risk-reward dynamics in this expanded indie action-RPG, though repetitive level design and opaque crafting hinder accessibility.”

Gráficos
6.5
Sonido
6.5
Jugabilidad
7.5
Historia
6
Contenido
7

Comprehensive Evaluation

"Scales of the Divine" is a game that "knows what it wants to be." It doesn't try to do everything, but instead polishes its core gameplay to a solid standard. The scales mechanism is genuinely interesting, and the equipment progression has sufficient depth, but other aspects feel mediocre—the story is superficial, the visuals lack memorable moments, and the content becomes repetitive in the later stages.

This game suits players willing to invest time studying its mechanics. If you enjoy the "slow burn but deep" experience of "Hollow Knight," this game is worth a try. But if you're expecting the audiovisual feast of "Ori," or the satisfying rush of "Dead Cells," you might be disappointed.

It's a bit pricey at full price, but just right on sale. The 20-hour main story isn't long, but if you're willing to dig deep, 40 hours won't feel boring. Just don't expect it to surprise you too much—this is a competent action game, nothing more.

Puntos fuertes

  • The scale mechanic creates a unique risk-reward dynamic in combat
  • Equipment progression system offers meaningful depth and distinct character builds
  • Hidden elements are thoughtfully designed and extend replay value

Puntos débiles

  • Story feels repetitive and lacks depth
  • Level design becomes repetitive in the later stages
  • Crafting system lacks tutorials and has a steep learning curve

Opening

I was stunned when I first opened the skill tree. Not because it was complicated—though it certainly was—but because I realized this game had taken the concept of "choice" to the extreme. Each skill branch corresponded to a gameplay philosophy, and you could never max them all out. This kind of design is uncommon in 2D side-scrolling action games, but Scales of the Divine insisted on doing it anyway.

Skill tree interface displays equipment enhancement and unlocked skills

Gameplay System | 7.5/10

Jugabilidad: 7.5/10

The combat feel is what surprised me most about this game. For the first five hours, you'll feel like you're button-mashing—the combo system has no clear tutorial, and enemy attack patterns don't follow any playbook. But once you start understanding the "Scale" mechanism, everything changes.

Every attack tilts the scale. Leaning toward the light side gives you defense bonuses, while leaning toward the dark side gives you damage bonuses. Sounds simple, but in practice it's a strategic game. You have to constantly jump between "playing it safe" and "maximum damage output," and boss fights amplify this dilemma tenfold.

The equipment system is very restrained. No massive flood of junk gear—every weapon has a unique skill combination. It took me 30 hours to find a playstyle that suited me—dual wielding paired with dark-side lifesteal skills. This "slow burn but worthwhile" progression pace has actually become an advantage in today's fast-food gaming landscape.

The crafting system is a double-edged sword. Lots of material types, complex recipes, but the game doesn't give you enough guidance. I spent two hours figuring out which materials could craft key items, and the frustration during that time was very real.

The protagonist engages in intense combat with multiple enemies in a mountainous setting and unleashes flame effects
Equipment interface displays various weapons and equipment attribute comparisons
Item crafting recipe interface displays various material combinations

Visual Presentation | 6.5/10

Gráficos: 6.5/10

The art style of the 2D side-scroller is consistent, but lacks memorable moments. The level design is unremarkable—all the expected elements are there: ancient trees, floating islands, temples—but it's hard to name a single scene that stands out. The only exception is the lake beneath the giant tree, where the lighting effects show genuine care.

The visual impact of boss battles does deliver. In the fight on the floating island, the background clouds change color as the scales tip, a detail that catches the eye. But such highlights are few and far between—most combat arenas are standard platforming maps.

The effects are restrained, never overwhelming, but never making you go "wow" either. Fire, lightning, frost—everything's there, just lacking personality.

The protagonist stands beneath a giant tree, gazing at the distant mountains and lakes in a beautiful scene
The protagonist engages in an intense battle with a flying BOSS on a floating island in the sky

Plot Narrative | 6.0/10

Historia: 6/10

The story tells a parable about balance and choice. Two goddesses represent light and darkness, with the protagonist caught in the middle making decisions. The setup isn't fresh, but the game doesn't try to get fancy with the plot—it cares more about "how your choices affect the ending."

The dialogue system is a problem. There's a decent amount of text, but most conversations repeat the same theme—the importance of balance. By mid-to-late game you'll start skipping dialogue because you already know what the NPCs are going to say.

Side quest quality is inconsistent. A few side quests are genuinely interesting—like the story about the amnesiac blacksmith—but more of them are just "go somewhere and fetch something" errands. The narrative depth isn't there, but it's not bad enough to make you quit either.

Two goddesses holding scales in a confrontational dramatic scene
Red-haired character dialogue box displays story text, background is 2D side-scrolling scene

Content Volume | 7.0/10

Contenido: 7/10

The main story takes about 20 hours, but if you want to unlock all skills and equipment, the time will double. I'm at 40 hours with only 65% completion, and the remaining 35% is mainly collectibles—materials, recipes, hidden bosses.

The map design is somewhat repetitive. Early on you'll feel each area has its own character, but later you'll notice many scenes are just reskins—same platform layouts, same enemy placements, even similar chest locations.

The hidden content is thoughtfully done though. Some hidden bosses require specific conditions to trigger, and their difficulty is noticeably higher than the main story. Some skills in the skill menu require completing specific challenges to unlock, which extends the game's lifespan but may also discourage casual players.

The skill menu interface displays multiple skills and their detailed attributes

Sound Effects and Music | 6.5/10

Sonido: 6.5/10

The BGM goes for an epic style, but there are no particularly outstanding tracks. The combat music has a strong sense of rhythm, but it gets monotonous after listening for a while. The ambient music is actually well done, especially the environmental sound effects in the giant tree area—wind sounds, bird calls, flowing water—these details make the exploration process less tedious.

The sound effect design is mediocre. Weapon collision sounds and skill release sound effects are all standard, but lack that kind of recognizability where "you know it's this game just by hearing it." The Boss battle sound effects are thoughtfully done though, with each Boss having unique roar sounds and attack sound effects.

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