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Demon Lord: Just a Block Review - The Villain Is Back (And It’s Just a Head)

  • Writer: Niels Gys
    Niels Gys
  • Apr 30
  • 6 min read

TL;DR

You are a decapitated Demon Lord rolling around like an angry bowling ball, smashing heroes, collecting souls, and rebuilding your evil empire one headbutt at a time.


No crime. No heists. No stealth suits.


But you are the villain, and frankly, that’s already more personality than most games manage in 40 hours.


You’re playing a Demon Lord and somehow your setup still looks like a tax office. Fix that. Read our take on proper villain energy in our villain games hub, then upgrade your lair with the Razer DeathAdder Essential Gaming Mouse for precise, calculated destruction. Go on, your enemies deserve better.



Let’s Get One Thing Straight Immediately

This is not a crime game. You will not rob a bank. You will not hijack a convoy. You will not zipline into a vault shouting at three idiots named Dave.


Instead, you play as a literal severed Demon Lord head.


And somehow… this is still more satisfying than 90% of “be the hero” RPGs where you spend six hours rescuing a goat and getting emotionally manipulated by a blacksmith with abandonment issues.



The Premise: Evil, But With Budget Cuts

You start the game as the Demon Lord. Or rather… what’s left of him.


Because some hero came along, chopped your head off, and probably went home to write a memoir about bravery while eating soup that tastes like regret and moral superiority.


But you? You wake up.


As a block-shaped floating head.

No limbs. No dignity. Just rage.


And immediately, you think:“Right. Time to ruin everyone’s day.”



Gameplay: Chess, But If the Pieces Hated You

The entire game runs on one brilliant idea:

Nothing moves… until you do.


Enemies don’t act. The world doesn’t breathe. Everything just sits there like it’s waiting for a bus that will never come.


Then you move.

And suddenly the entire room tries to kill you.


It’s like being in a room full of people who are all pretending to be polite… until you blink. Then they collectively decide you’re lunch.


So every move matters. Every step is a decision. Every mistake is punished like you just insulted someone’s grandmother in a biker bar.


And because you start without limbs, your main attack is…headbutting.

Yes.


You are the most powerful evil entity in the world, and your opening strategy is basically:

“What if I just… aggressively face-planted into that goblin?”

And it works.



Combat: Violence, But With Thinking Required

This isn’t one of those roguelites where the screen turns into a fireworks show and your job is to survive by panic and caffeine.


This is controlled. Tactical. Deliberate.

Enemies telegraph attacks. You bait them. You position. You wait.

Then you strike.


It feels less like combat and more like playing chess against someone who is trying to stab you between turns.


And the best part?

When you mess up, it’s not because the game cheated. It’s because you were an idiot.

Which is deeply unfair, but also correct.



Builds, Powers, and General Evil Nonsense

As you progress, you unlock abilities. Loads of them.

Lightning. Bombs. Summons. Teleports. Weird demonic nonsense that looks like it was designed by someone who drinks coffee made from crushed nightmares.


You collect souls. You make Demonic Pacts.


Which is essentially signing a contract that says:

“Yes, I would like more power in exchange for consequences I will absolutely ignore until it’s too late.”

There are multiple weapons, dozens of builds, and enough combinations to keep you experimenting like a mad scientist who’s just discovered electricity and poor decision-making.



Boss Fights: Puzzle Games in a Leather Jacket

Now here’s where things get properly weird.

Boss fights aren’t just “big enemy with more health.”


They’re inspired by things like Snake, Tetris, and Minesweeper.

Yes. Really.


So instead of “hit it until it dies,” you’re suddenly dealing with mechanics that feel like:

“What if geometry itself wanted you dead?”

It’s clever. It’s unexpected. And occasionally it makes you feel like you’ve wandered into a maths exam designed by a sadist.


This game gives you power, but not comfort. After three runs, your spine will resemble a question mark. While you’re checking smarter strategies in our heist games hub, get yourself the Amazon Basics Ergonomic Office Chair so your body doesn’t quit before the boss does. Sit like a villain, not a collapsed accordion.


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The Villain Fantasy: Finally, Some Honesty

Let’s address the CRIMENET angle.


You are the Demon Lord. You are reclaiming power. You are collecting souls. You are absolutely not the good guy.

And it’s glorious.


Because for once, you’re not pretending.

No “I’m morally grey but secretly nice.”

No “I only kill when necessary.”

No emotional speeches about justice.


You were evil. You got killed. Now you’re back.


And your main objective is essentially:

“Let’s fix that mistake.”

Do you run a crime empire? No.

Do you plan heists? Also no.

Do you smash your enemies into paste while rebuilding your power? Constantly.


And frankly, that’s close enough.



The Feel: Addictive in the Worst Way

This is one of those games where you say:

“I’ll do one more run.”


And then suddenly it’s 3AM, your brain is fried, and you’re mentally calculating movement patterns while staring at the ceiling like a man who’s just discovered existential dread through grid-based combat.


Runs are quick. Decisions matter. Failure is instant and educational.

It hooks you like a tax audit with legs.



What It Gets Right

The core mechanic is brilliant and never gets old.

Combat feels fair, even when it humiliates you.

Build variety is deep enough to keep things fresh.

Boss fights actually feel different instead of “bigger health bar, louder screaming.”

You are the villain, and the game doesn’t apologise for it.



What It Doesn’t Do

No crime sandbox.

No heist mechanics.

No moral choices.

No empire building.


If you came here expecting GTA with horns and a pitchfork, you will be disappointed.


If you came here expecting a clever, addictive roguelite where you play as a resurrected menace with anger issues, you’re in exactly the right place.



Criminal Mastermind Score


Villain Protagonist: 8/10

You’re a Demon Lord. Decapitated, yes, but still terrifying.


Crime Mechanics: 1/10

Unless headbutting counts as assault, which frankly it should.


Heist Mechanics: 0/10

No vaults. No crews. No shouting.


Evil Fantasy: 7/10

Strong theme, but not a full sandbox of chaos.


Gameplay: 8.5/10

Simple idea. Executed brilliantly.



Final Verdict: Charge Sheet

Guilty of:

  • Being more fun than it has any right to be

  • Making a floating head feel powerful

  • Turning movement into a weapon

  • Respecting your intelligence while still punishing your stupidity


Not guilty of:

  • Crime gameplay

  • Heists

  • Letting you commit financial fraud, which is frankly a missed opportunity


Sentence:

Recommended. Strongly.


Because while it won’t let you rob a bank…

It will let you come back from death, rebuild your power, and headbutt your enemies into oblivion.

And honestly, that’s therapy.


You’re collecting souls, making pacts… and sipping lukewarm coffee like a defeated intern. Unacceptable. Dive deeper into efficient grinding in our crime archive, then fix your life with the Ember Temperature Control Smart Mug 2. Because if you’re going to rule the underworld, at least do it with a hot drink.


FAQ

Is Demon Lord: Just a Block actually a villain game or just pretending to be edgy? It’s properly villain-coded. You’re not some misunderstood orphan with a heart of gold, you’re the Demon Lord who got decapitated and came back for revenge. The game doesn’t give you moral choices, it just hands you a grudge and says “go make it everyone’s problem.”
Does the game have crime or heist mechanics like GTA or Payday? Not even slightly. There are no robberies, no planning boards, no idiots shouting “get in the van.” If you came for crime systems, you’ll leave empty-handed. If you came to smash enemies and collect souls like an angry supernatural bowling ball, you’re in business.
Is it actually difficult or just another roguelite that pretends to be smart? It’s properly punishing, but in that annoying “this is your fault” way. Every move matters because enemies only act when you do, so when you die, it’s rarely chaos and usually because your brain took a coffee break at the worst possible moment.
What makes it different from other roguelites? The movement system is the star. It turns every fight into a weird mix of chess, timing, and controlled panic. Add in the bizarre puzzle-style bosses and suddenly you’re not just fighting things, you’re solving them like they insulted your intelligence.
Is there enough content to keep playing or does it run out fast? There’s plenty to chew on. Multiple chapters, loads of abilities, different builds, and enough variation to keep runs feeling fresh. It’s the kind of game that quietly eats your evening and then asks if you’ve considered sacrificing your sleep schedule as well.
Is it worth playing if I don’t care about the story? Yes, because the story isn’t the main attraction anyway. The real hook is the gameplay loop and the satisfaction of outsmarting rooms full of enemies who would absolutely ruin you if given half a chance. The narrative is just there to remind you that yes, you are indeed the problem.

 
 
 

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About Me
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I’m Niels Gys. Writer, gamer, and professional defender of fictional criminals. On screen only. Relax. I front JETBLACK SMILE, a rock ’n’ roll band from Belgium that sounds like bad decisions set to loud guitars. Turns out the mindset for writing about crime, chaos, and villain energy translates surprisingly well to music.

Here I run CRIMENET GAZETTE, a site dedicated to crime, heist, and villain-protagonist games, movies, and series. Not the wholesome kind. Not the heroic kind. The kind where you rob banks, make bad decisions, and enjoy every second of it.

CRIMENET exists because too much coverage is polite, bloodless, and terrified of having an opinion. Here, villains matter. Criminal fantasies are taken seriously. And mediocrity gets mocked without mercy.

I don’t do safe scores or corporate enthusiasm. I do sharp analysis, savage humor, and verdicts that feel like charge sheets. If something nails the fantasy of being dangerous, clever, or morally questionable, I’ll praise it. If it wastes your time, I’ll bury it.

CRIMENET isn’t neutral. It sides with chaos, competence, and fun.
Think less “trusted reviewer,” more “your inside man in the digital underworld.”

I’m not here to save the world.


I’m here to tell you which crimes are worth committing. 🤘

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