I just wanted to gush for a minute about Mark of the Deep, Tombwater, and Hunt the Night. All of them are top-down (or isometric) exploration games with eldritch horrors and difficult combat. I'm terrible at "real" souls-like games but these top-down games are definitely scratching my itch.
Mark of the Deep has an isometric view and more modern graphics (compared to the others). The map is a set of interconnected regions where each region is a labyrinth of hidden paths. This one is very easy to get lost in but I think it's well-made. It does a good job of letting you unlock shortcuts as you progress so you don't have to backtrack too much after dying and restarting at the last save point. It took me ~20 hours to beat.
Tombwater is a new game that feels more like A Link To The Past than Mark of the Deep. It's a spread-out open world with optional bosses and 32-bit graphics. I really like how it lets you disable the "corpse run" mechanic that is common in souls-like games. Like I said, I'm terrible at "real" souls-likes so this is a huge selling point for me (Mark of the Deep doesn't have corpse runs either). I'm ~8 hours into Tombwater and I'm really enjoying it.
I've only played the demo for Hunt the Night but I absolutely loved it and since there was a bundle with Tombwater, I bought it on an impulse. I'm looking forward to playing it after I beat Tombwater though.
I know Tunic and Death's Door both have great reviews and souls-like aspects but those are too cute for me. I don't just want a zelda-like with difficult combat, I need that eldritch horror aspect to really scratch my itch. And I'm not sure about Mina the Hollower yet. It isn't nearly as cute as Tunic or Death's Door but I don't know if it's all that "dark" either with that artstyle.
Anyway, if you know of any other top-down/isometric action games with an eldritch horror aesthetic, please let me know. I can't get enough of them right now.

Yeah Mina is essentially an action platformer. I'll admit I bounced off of it after a few hours because top-down action platforming, as opposed to side-scrolling or 3D, just felt wrong. I could never reach a point where it didn't feel like I was fighting the game.
I think that comes down to the lack of a linear progression system. I felt the same for the first part of the game, but once I got a few upgrades and power ups added to my arsenal the game started smoothing out.
I just wished the game explained these mechanics better.
I think that a lot of those early upgrades should just be inherent.
Like losing your subweapon on death sucks ass. There's an upgrade to where you can hang onto it. Why isn't that just default? Getting that upgrade doesn't feel like improvement or progression, it feels frustrating.
Late game spoiler:
spoiler
Because there is a base upgrade with this functionality.Yes, I know that. I'm saying it shouldn't be an upgrade, it should just be default. It's such a staggeringly stupid decision.