There are so many great things about Dandara. I really like the level design, the art style, the surreal atmosphere, the NPCs. The enemies are visually distinct and you apprehend how each works immediately based on its design. The folk legend around Dandara is exotic material for a video game, even if it's not clear to me how much of the real life woman or her story really made it in here based on a perusal of her Wikipedia article.
There are not many games where the protagonist is both female and a person of colour. The fact that Dandara is an Afro-Brazilian lady is not treated as some big deal at all; the game is not in your face about its "diverse" protagonist. It's just a design element and I like that! I think that's the way to go.
I can't say I really cared for anything else.
This game wanted badly to be a twin stick shooter. The entire gimmick is that this is a metroidvania platformer where you can only move by flinging yourself from wall to wall along diagonals. Sounds cool right? You could use one stick to control your direction and the other to aim your weapon. One trigger launches you, one trigger fires. See, game design isn't that hard.
Instead, the control scheme is to use one stick to control whatever direction Dandara is looking, and there is no other stick. You can launch in that direction or you can fire your weapon. In 98% of circumstances, you aren't going to want to move in the same direction you're firing, so combat mostly plays out by dodging to a place where you can set up and then unload, turret-style.
I feel like this could still have worked, except that you can't just fire your gun. You have to be able to plant for a half second to charge it before you release the button or else nothing happens.
Even this MIGHT HAVE WORKED, but the handy line that shows you where you're aiming if you launch disappears if you're charging the gun, so in the heat of the moment it's not always clear you're aiming where you want.
The result is certainly a game you would describe as difficult, but not really for the right reasons. It's more like Surgeon Simulator or QWOP is difficult. What you need to do is often straightforward, it's telling Dandara to do it that's hard.
The designers were apparently aware the controls are bad and made some effort to balance around it. There are rarely more than a few enemies on the screen at once. But I found I still died a lot because bad positioning is often fatal regardless of how much health you have. When you're hit, you get knocked off whatever wall you were standing on and are left floating. Not infrequently, this will hit you right into the enemy that was shooting you, or into the path of another projectile you were trying to dodge. You have a short period of invulnerability as is standard for the genre, but I found usually this was not long enough to stop aiming, find a wall, and launch there.
So, being hit often means being hit more than once. Enemies also hit harder as you progress (although I like the artistic style of the game a lot, there is little to visually differentiate the various projectiles, or to give later forms any weight that says "I hit for 6 hearts" as distinct from the bullets at the start of the game that hit for 1), and although you gain health as you go, my experience was that you've got 4-5 hits in you unless you can stop to heal.
Oh and I have a special gripe about the healing and energy recharging mechanics: You tap the button for this and it activates. This is a two second animation which you cannot abort. In a game where you have to charge your gun, the designers did not add even a millisecond delay in case you hit this button accidentally or a check to see if the player is already at max health (there are limited charges for this ability, of course).
Overall, this one-stick-controls-everything plant and fire approach is just such a weird choice for a game which is ostensibly about a warrior whose origin is particularly tied to a dancing, acrobatic style of martial arts, and it's more frustrating than it is fun.
I found myself compelled to finish the game on the basis of its artistic direction, but not compelled to continue just because it told me I didn't 100% the map and chests.
Oh and the map! Why doesn't the game pause when I open it? Why isn't there a little Dandara icon to show me where I am in this giant room? Why isn't there an icon to show where I've left chests unopened? These are just little things that would improve the experience so much.
Played on the Switch.