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Mobile Games BuzzVerdict

Dandara: Trials of Fear

4.2 / 5
How we rate

2018 · Metroidvania


Every Metroidvania needs a movement hook. The genre lives and dies on how it feels to traverse its world, and the best entries make movement itself a source of joy. Dandara takes this principle to its logical extreme by throwing out walking entirely. Your character doesn’t run across floors or jump between platforms. Instead, she leaps between any white surface in the environment, sticking to walls, ceilings, and floors with equal ease. Gravity is a suggestion, not a rule.

This single design choice transforms everything about how a Metroidvania plays. Exploration becomes a spatial puzzle where you’re constantly scanning the environment for viable surfaces. Combat requires aiming your leaps to dodge attacks while positioning for counterstrikes. Even basic navigation through previously visited areas stays engaging because the movement system demands active attention rather than autopilot.

Gravity as a Game Mechanic

The leap-based movement is brilliant in its implications. Early areas introduce the system gently, with surfaces placed close together and enemies that attack in predictable patterns. As the world opens up, surface placement becomes more deliberate and sparse, turning traversal into a skill that improves over time. The feeling of smoothly bouncing between distant surfaces in rapid succession, threading through enemy fire and environmental hazards, is exhilarating once it clicks.

Touch controls are where Dandara truly excels over its console counterparts. Aiming a leap by dragging from your character to the target surface is intuitive and precise in a way that analog stick aiming struggles to match. This is one of the rare cases where a game genuinely plays better on a touchscreen. The controls feel native to the platform rather than adapted for it.

The Trials of Fear update, now included as the standard version, adds significant content to the original game. New areas, abilities, and challenges expand the world substantially. The additional zones maintain the quality of the base game’s level design while introducing fresh enemy types and environmental puzzles that test your mastery of the movement system.

The art style combines Brazilian-inspired mythology with surreal, dreamlike environments that feel distinct from the typical Metroidvania palette. Each area has its own visual identity, and the world coheres into something that feels intentionally strange rather than randomly designed. The soundtrack matches this energy with ambient, atmospheric music that shifts to intense beats during combat.

When Disorientation Becomes Frustration

The same gravity-defying movement that makes Dandara special can also make navigation confusing. Without a consistent “down,” maintaining mental maps of explored areas is harder than in traditional Metroidvanias. The in-game map helps, but the disorientation of bouncing between surfaces in all directions makes it easy to lose your bearings, especially in larger areas with multiple branching paths.

The combat, while creative, can feel limited by the binary nature of movement. You’re either stuck to a surface or mid-leap, and attacking requires being stationary. Against multiple fast-moving enemies, this creates situations where finding a safe surface to attack from becomes the primary challenge rather than the combat itself. Some encounters feel less like fights and more like frantic games of musical chairs.

Backtracking through previously cleared areas carries less frustration than in most Metroidvanias thanks to fast travel nodes, but the nodes are spaced far enough apart that significant manual traversal is still required. Given the cognitive load of the movement system, this can feel more tiring than in games where backtracking is a simple matter of holding a direction.

The difficulty spikes noticeably in certain boss encounters. Some bosses demand precision leaping and attacking in rapid succession, and the margin for error is slim. The Souls-like death penalty, losing accumulated currency, adds pressure that not all players will appreciate, especially given how disorienting some areas can be to navigate back through.

Movement as Identity

Dandara’s boldest choice is treating its unique movement not as a gimmick but as the foundation for every design decision. The level design, combat encounters, exploration puzzles, and even the narrative all flow from the central premise that gravity doesn’t apply. This commitment to a single idea is what elevates the game from interesting experiment to fully realized vision.

Should You Play Dandara: Trials of Fear?

Metroidvania fans looking for something that feels genuinely fresh should prioritize Dandara. The movement system alone makes it worth experiencing, and the Trials of Fear content makes it a substantial adventure. Players who rely heavily on spatial orientation or who find disorienting gameplay more frustrating than exciting should know that the gravity-free design is the entire game, not an occasional mechanic.

The Verdict on Dandara

Dandara: Trials of Fear is one of the most original Metroidvanias on any platform, and the mobile version might be its best incarnation. The touch controls enhance rather than compromise the leap-based movement, the expanded content adds meaningful depth, and the visual style creates a world worth exploring. Navigation confusion and occasional difficulty spikes are the price of its ambitious design, but for players willing to embrace disorientation as part of the adventure, Dandara rewards that trust with something truly unique.