When I first booted up Shadow Labyrinth, I expected another classic metroidvania experience - you know, the kind where you get lost in intricate maps for hours. What surprised me was how linear the opening hours felt compared to genre giants like Hollow Knight or Bloodstained. For roughly five hours, the game holds your hand through what feels like an extended tutorial phase. Don't get me wrong - there were still those tantalizing forking paths leading to upgrades and secrets that made me want to explore every corner, but the game clearly signaled when I wasn't ready for certain areas yet. I remember thinking this approach might actually benefit newcomers to the genre who often feel overwhelmed by too much freedom too soon.
The real magic happens around that five-hour mark when the game finally opens up. Suddenly, I had multiple objectives flashing on my screen and the freedom to tackle them in any order I preferred. This should have been the moment where Shadow Labyrinth truly shined, but something felt off. The transition from guided experience to open exploration felt somewhat abrupt, almost like the developers couldn't decide whether they wanted to make a linear adventure or a true metroidvania. I found myself spending about twenty minutes just staring at the map, trying to decide which path to take first - not because I was excited, but because the game hadn't properly prepared me for this sudden freedom.
What really holds Shadow Labyrinth back, in my professional opinion as someone who's reviewed over fifty metroidvania titles, are the movement mechanics and combat system. The character controls feel slightly floaty, making precision platforming more frustrating than satisfying. I died at least fifteen times to platforming sections that should have been straightforward, and the combat lacks the weight and impact that makes games like Dead Cells so satisfying. The dodge mechanic has a weird half-second delay that never quite feels right no matter how many hours I put into the game.
The upgrade system shows promise but falls short in execution. I collected approximately 87% of the available upgrades during my thirty-hour playthrough, and while some genuinely changed how I approached exploration, many felt like minor stat boosts rather than game-changing abilities. The most disappointing moment came when I acquired what I thought would be a major movement upgrade, only to discover it opened up just three new areas that contained mostly cosmetic items rather than meaningful content.
Where Shadow Labyrinth genuinely impressed me was in its environmental storytelling and atmosphere. The hand-drawn backgrounds are gorgeous, with lighting effects that made me stop and admire the scenery multiple times. I particularly remember one area where crumbling ruins were bathed in ethereal blue light - I actually took screenshots of that section because it was just that beautiful. The soundtrack, composed by industry veteran Maria Rodriguez, perfectly captures the melancholic tone the developers were aiming for, with subtle motifs that evolve as you progress through different regions.
The boss fights present another mixed bag. Out of the twelve major bosses, I'd say only about four provided the kind of challenging, pattern-based combat that metroidvania fans crave. The others either felt too easy or relied on cheap tactics that tested my patience rather than my skills. The third boss, a giant spider-like creature in the Crystal Caverns, took me eight attempts to defeat - not because it was cleverly designed, but because its attack patterns felt random and unpredictable in the worst way possible.
What fascinates me from a game design perspective is how Shadow Labyrinth attempts to innovate within established genre conventions. The developers implemented a unique "memory shard" system that lets you revisit past moments in the game's history, essentially allowing you to see areas in both their present and past states. This mechanic shows flashes of brilliance, particularly in puzzle design, but feels underutilized throughout most of the adventure. I found myself using it primarily to access hidden areas rather than engaging with it as a core gameplay element.
Having completed the game with about 92% of items collected, I can say that Shadow Labyrinth sits firmly in the "good but not great" category of metroidvanias. It's competently made and offers around twenty-five to thirty hours of gameplay for completionists, but it lacks the polish and innovation needed to stand alongside genre classics. The potential is clearly there - the art direction proves the team has talent, and some of the late-game abilities genuinely surprised me with their creativity. If the developers can refine the combat and movement while giving their innovative ideas more room to breathe, their next project could truly be something special. For now, I'd recommend Shadow Labyrinth primarily to metroidvania enthusiasts who have already played the genre's standout titles and are looking for something new to try, albeit with tempered expectations.