Metamorphos
Metamorphos challenges players with fast-paced melee combat in this third-person, hack-and-slash, combat game inspired by Dark Souls. Awaken the legendary Guardian and hack, slash, and dash your way through a beautiful desert environment while fighting denizens, wildlife, and warriors corrupted by darkness. Make your way into the Temple of Amathani and confront Nafaset, the Defiler to restore the blessed oases.
Made by Spicy Dice Studios, a student team at DigiPen Institute of Technology, Metamorphos represents intense interdisciplinary collaboration from students pursuing art, audio, design, and programming degrees coming together to deliver a polished experience.
- CHALLENGING ENEMIES – Fight your way through ever-increasing odds as you cleanse the environment and defeat corrupted foes. Square off against two unique bosses and remove the heart of the corruption.
- FAST-PACED COMBAT – Test your mettle in action-packed encounters that will challenge your reflexes and decision-making.
- EXPLORE BREATHTAKING ENVIRONMENTS – Venture through beautiful hand-crafted vistas and environments that were made from scratch by students at DigiPen Institute of Technology.
- IMMERSIVE AUDIO – The creatures and atmosphere of Metamorphos exhibit both lush and scathing sound effects, sending the player through the level, immersing them in their surroundings and the impending danger lurking around each corner.
This game was developed as a student project at DigiPen Institute of Technology and was created for educational purposes only. Please check out our publisher page for more information.
Steam User 9
༺♡༻ The cleansing of the temple from evil forces and desecration was successful ༺♡༻
Steam User 0
I'm a religious player of the souls series, discovered this game with pineapple video
As a demo for future game of a great studio, this game would have lacked a bit
But for a student project, this was reaaaally cool. The bosses were enough of a challenge, but most importantly, the levels and graphics were reaaaaally good
Good job to every body !
Steam User 0
I only tried this one as I got curious when I noticed it was a student project. It's about 45-60 minutes long, for me I had to play through it twice as the door to the final boss was blocked for some reason the first time. There are some weird bugs like that, janky clipping in certain areas, some animations aren't super clean.
But, for a project like this with no budget, simply a student project, this one is surprisingly good. It plays well for the most part. I absolutely love the dodge animation, they nailed it with that one. And the setting is quite good.
Overall, it is so short, it's free, it does have some cool ideas, it's a bit rough around the edges, but a job very well done for a student project. I would recommend anyone who enjoys souls-like games to play it, it's very short but interesting enough.
Steam User 0
A very nice little game. The enemies are well made, the mechanics are well polished, and the world feels unique and interesting. I highly recommend this to anyone who is interested in picking up a Souls game but feels wary about spending so much before experiencing it. I got this game so I could show a friend how to practice dodging and stamina management (didn't want to buy one of those just to discuss mechanics), and this one allowed me to do so perfectly, as well as enjoy the game for itself. It's easy for anyone to pick up, and there are plenty of checkpoints which save your progress.
Steam User 0
Cool Souls-like combat - simplified, but the teleport dodge is very nice and offers a visual justification for the iframe. The art is charming, and the sound design is amazing. And, well, I don't know, since it's very easy, short, and free, it might be a good introduction to Souls mechanics for beginners. The downside is: the game is kinda heavy for what it offers in graphical terms.
Keep up the good work.
Steam User 0
I anticipated playing this one even without a review someday, just as I feel about Nightreign and Shadow of the Erdtree while having yet to play either. I'm fairly out of practice, but the early designs of levels felt like a polished and considered imitation of the Undead Burg that flows really nicely. I have somewhat mixed feelings about the usage of one-time enemies blocking checkpoints; it's a nice shorthand for a "boss" arc in the design, but it's consequence weighed against its novelty is a heavily out of balance for initiating a return to the "boss." The final boss has a serviceable Smelter Demon phase that pays out in this regard, but due to certain bugs with my death markers, as well as my own admittedly faltering controller, Nafaset seemed to have the ability to take away my ability to move, attack, or dodge, and sometimes all three at once.
The game is exactly as much of the kind of game it could be, which is a more pretentious way of saying what everyone else does in the reviews. Over the years I've become somewhat oversensitive for the small Land game elements like a zone title card, which doesn't appear for the Aqueduct of Purple Goo despite being one of the more striking environmental contrasts. Unfortunately the design of level encounters also somewhat deteriorates at this point, but that could be described as almost inherent to the checkpoint mechanic.
Demon's Souls is the most brutal with the "runback" mech, since the philosophy scaled more towards providing shortcuts or treating the entire trail to the boss as part and parcel with reaching the next checkpoint, i.e. healing resources did not necessarily correlate to a tangible buffer for success apart from any other particular resource that the game expected of you. For a scope that is unable to accommodate the complexity of systems in From Software games, it seems prudent to focus that scope toward more simple & direct styles like Devil May Cry and Bayonetta, where combat execution doesn't have a character statistic; it's simply a consequence of whether or not the enemy is hitting you or in range of being hit.
Metamorphos gets an A for Arachnid Slop.