Dandara: Trials of Fear Edition
A gravity-defiant Metroidvania from Brazilian indie studio Long Hat House that rewires your sense of direction so completely, the first hour feels like unlearning how to walk.
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I kept coming back to one thought while playing Dandara: Trials of Fear Edition - what kind of game asks you to forget that gravity exists? Long Hat House, a small Brazilian studio, built something genuinely strange here. The Salt-hop traversal system means Dandara never walks. She catapults between white-painted surfaces on walls, ceilings, and floors using a point-and-launch mechanic driven entirely by your left stick and a single button. There is no freeform movement. Every hop is committed, deliberate, and irreversible mid-air. In a genre full of games where you sprint left and right and eventually remember a double-jump exists, that is a quietly radical design choice. The traversal is the game's soul and also its friction point. In the early rooms it can feel restrictive in ways that border on frustrating - you can see the path you want to take, but the salt patches won't cooperate. Stick with it. Within an hour or two the movement clicks into something closer to rhythm than navigation. You start reading rooms as patterns of launch angles and enemy trajectories rather than platforms to clear. The later areas layer projectile spam from the Alderian Army forces on top of that geometry, and the game pivots into something almost balletic: jump, charge shot, reposition, repeat. It's demanding without being cruel, though it never fully escapes its touchscreen origins - later combat asks for a precision that the salt-hop system was not always built to deliver at speed. The world of Salt is one of those small-game settings that lingers. The pixel artistry is detailed and surreal - a giant artist who can't fit in his own room, a bird-woman with something ancient behind her eyes, corridors that shift orientation until the map feels like a dream you half-remember. The narrative is minimalist and political in tone, drawing inspiration from the real historical figure Dandara dos Palmares, a Brazilian resistance hero. The story doesn't overexplain itself, which is brave. It trusts the atmosphere to carry meaning the text leaves unspoken. The Trials of Fear Edition adds three new areas, expanded lore dialogue, fresh powers to upgrade, and a new boss - and all of it shipped free to anyone who already owned the base game, which says something good about Long Hat House's relationship with its audience. The cracks are real though. Routine enemies feel thin compared to the bosses, which are the game's genuine highlights - each one a spatial puzzle wrapped in aggression. The map system is genuinely difficult to parse once your perspective starts flipping across axes, and there is no waypointing to soften the confusion. If you need direction, Dandara will not give it to you. Keyboard and mouse are playable now (the Trials update improved them significantly), but a controller is still the intended tool here and the difference is felt in tight sequences. And the story, for all its symbolic weight, doesn't fully land as a narrative - it gestures at something profound more than it arrives there. For the right player, those rough edges won't matter much. If you like your Metroidvanias strange, your pixel art handcrafted, and your movement systems genuinely unlike anything else in the genre, Dandara earns your time. It's a game that knows exactly what kind of odd little thing it is, and it commits to that without apology.

Indie & narrative
Etiquetas
Requisitos del sistema
Mínimos
- Processor
- 1.8 GHz Processor
- Memory
- 4 GB RAM
- Graphics
- Nvidia GeForce GT 220, Radeon HD 8400
- Storage
- 1 GB available space
Recomendados
Additional Notes: Playing with a controller is strongly recommended.
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Información del juego
- Desarrolladora
- Long Hat House
- Distribuidora
- Raw Fury
- Fecha de lanzamiento
- 6 feb 2018
