Skip to playerSkip to main content
  • 10 hours ago
Death Howl blends open-world exploration, Soulslike design, and deckbuilder combat into something truly unique. In this video, we break down how the game was built, why its genre fusion works, and how its mechanics support its haunting themes of grief and survival.

If you enjoy deep dives into game design, indie spotlights, and genre-defining titles, make sure to like, subscribe, and turn on notifications.

Support the channel on Patreon and get access to exclusive content, including my latest deep-dive review of Resident Evil 4 and how it changed the direction of the franchise:
👉 Patreon: https://www.patreon.com/cw/JamesSchierer
Transcript
00:00Every once in a while, an indie game shows up that sounds like it was designed by throwing darts at
00:05a genre board.
00:06Open world, souls-like, deck builder, mythic folklore, emotional grief narrative.
00:12On paper, Death Howl feels like the kind of project that should collapse under the weight of its own ambition.
00:18And yet, somehow, it doesn't.
00:21Instead, it becomes something strangely cohesive, deeply atmospheric, and quietly memorable.
00:26Death Howl isn't just an experiment in genre fusion, it's a case study in how careful design restraint can turn
00:33conflicting ideas into a unified experience.
00:38The foundation of Death Howl wasn't mechanics or market trends.
00:42It was Tome.
00:43The developers centered the game around grief, isolation, and endurance, not heroism or power fantasy.
00:50You play as Roe, a hunter wandering a desolate, myth-inspired wilderness following the death of her son.
00:58The game never rushes to explain the details, never over-explains motivations, and never tries to comfort the player.
01:05That emotional distance is intentional.
01:08Grief in Death Howl isn't loud, it's quiet, lingering, and unresolved, and the design philosophy flows directly from that idea.
01:18This is where the Souls-like influence becomes clear, not through combat speed or punishing reflex test, but through world
01:25design and narrative delivery.
01:28Like classic Souls games, Death Howl tells its story through implication rather than exposition.
01:35Environments hit at what happened.
01:37Enemy design suggests broken histories.
01:39Lore exists, but it never interrupts the experience.
01:42The player is trusted to piece things together, or simply sit with ambiguity.
01:47That trust in the player is one of the game's most important design pillars.
01:53However, the developers made a crucial decision early on.
01:56Traditional action combat wouldn't serve the emotional goals of the game.
02:01Fast twitch base fighting tends to create adrenaline and empowerment, which runs counter to the sense of vulnerability Death Howl
02:08is trying to revoke.
02:09Instead of asking players to react quickly, the game asks them to think carefully.
02:14That's where the deck builder system comes in, and it's not a gimmick.
02:18It's the core of how the game communicates tension.
02:23In Death Howl, cards are not abstract spells or flashy abilities.
02:27They are framed as ritual instincts, survival techniques, and learned behaviors.
02:32Each card represents preparation rather than raw power.
02:36Combat unfolds slowly, deliberately, and with weight.
02:40You draw your hand, observe enemy intent, and decide how much you're willing to risk now versus later.
02:47There's no button mashing, no split second dodging.
02:50Every action feels like a commitment, and that commitment mirrors the emotional journey of the protagonist.
02:57What makes the system work in a Souls-like framework is how risk is handled.
03:02Instead of stamina bars or execution-heavy mechanics, Death Howl uses resource exhaustion and deck depletion to create danger.
03:11Powerful cards often come with long-term consequences.
03:15Overextending can leave you vulnerable in future turns or future encounters.
03:19Just like in a Souls game, failure doesn't usually feel cheap.
03:23It feels earned.
03:25The result of impatience or poor planning.
03:28The enemy didn't cheat you.
03:29You misjudged the situation.
03:32The open world structure of Death Howl reinforces this philosophy.
03:37This is not an open world filled with icons, quest logs, or constant distractions.
03:42It's open in the sense that paths branch, regions loop back on themselves, and the player is free to explore,
03:49but it's also deliberately sparse.
03:52There are long stretches without combat.
03:54Long stretches where nothing happens except walking, listening, and observing.
03:59This emphasis is not a lack of content.
04:02It's a design choice meant to create space for reflection and tension.
04:07Level design burrows heavily from Souls-like principles.
04:10Shortcuts unlock gradually.
04:13Safe areas feel like relief rather than entitlement.
04:16The world folds back onto itself in subtle ways, rewarding attention rather than map checking.
04:22You're never explicitly told where to go, but the environment gently nudges you forward.
04:27When combat does occur, it feels meaningful because it airwarks the stillness.
04:32Each encounter feels like a deliberate test, not filler content.
04:38Enemy design plays a major role in making the deck builder system feel fair and engaging.
04:43Enemies in Death Howl clearly telegraph intent.
04:46You know when an enemy is preparing a heavy attack, reinforcing defenses, or setting up delayed damage.
04:53This transparency shifts the challenge away from surprise and toward judgment.
04:58You're not reacting to randomness.
05:00You're responding to information.
05:01The game punishes recklessness, not curiosity.
05:06Boss encounters elevate this idea even further.
05:10Bosses aren't about overwhelming you with numbers or unpredictable chaos.
05:15They're about endurance, adaptation, and understanding patterns.
05:19Boss fights feel like puzzles where deck composition, card timing, and long-term planning matter more than brute force.
05:26Victory comes from patience and learning, not mechanical mastery.
05:32Progression in Death Howl is deliberately restrained, and this is one of its smartest design choices.
05:39You don't become exponentially stronger as the game goes on.
05:42Instead, you gain more options.
05:45New cards expand your tactical possibilities rather than inflating damage numbers.
05:50Equipment modifies how you approach situations instead of invalidating earlier strategies.
05:56Even healing remains limited, reinforcing the idea that survival is never guaranteed.
06:04This avoids one of the biggest pitfalls of deck-building games, power creep.
06:09Death Howl never lets you feel invincible, and that's by design.
06:13You're not meant to dominate the world.
06:15You're meant to endure it.
06:16By keeping progression grounded, the game preserves its emotional tone all the way through the late game,
06:22preventing the mechanics from undermining the narrative.
06:27Visually and sonically, Death Howl commits fully to restraint.
06:32The color palette is muted and cold.
06:34Animation is minimal but purposeful.
06:36The user interface avoids clutter, keeping the focus on the world rather than systems.
06:42The soundtrack is sparse, often giving way to silence, wind, and ambient sound.
06:48When music does appear, it's subtle and unsettling rather than triumphant.
06:52The game never tries to hype you up.
06:55It keeps you uneasy.
06:57Even the card art reinforces the cohesion.
07:00Cards feel like relics or carvings rather than collectible power-ups.
07:04They look worn, symbolic, and grounded in the game's mythic setting.
07:08This attention to aesthetic consistency is what makes the genre fusion work.
07:13Without it, the deck-builder mechanics would feel detached.
07:16Instead, they feel like an organic extension of the world and the character inhabiting it.
07:23Ultimately, Death Howl succeeds because it knows exactly what it wants to be and refuses to compromise that vision.
07:30It doesn't chase trends or over-explain itself.
07:33It trusts the player to engage thoughtfully, to sit with discomfort, and to learn through experience.
07:39It's a Souls-like that values contemplation over reflexes,
07:43a deck-builder that values meaning over spectacle,
07:45and an open world that understands the power of silence.
07:50If you enjoyed this deep dive into how Death Howl was built,
07:54make sure to give this video a thumbs up,
07:56subscribe to the channel,
07:58and ring the notification bell so you don't miss any future uploads.
08:01And if you want to support the channel,
08:03check out my Patreon,
08:05where the latest exclusive is a full review of Resident Evil 4,
08:08and a look at how that game completely changed the direction of the franchise.
08:13As always,
08:14thanks for watching,
08:15and game on!
Comments

Recommended