There is beauty in simplicity.
Titan Souls is essentially a series of boss fights, nineteen of them, not all of which are mandatory. You are a tiny sprite person travelling the world, which serves as a hub for the fights themselves. You have one single arrow that you can shoot or reclaim. One hit well-aimed shot and the boss is dead, but one mistake and it is your end.
Too afraid to deviate from its inspiration, Titan Souls fails to realize that the manic pace of its fights is its very essence, and accidentally hurts its core design by making the player slowly walk back to each encounter when they die. It is a small mistake in what is a perfectly controlled experiment that will appeal to a certain niche. Considering perfect player placement is what will lead you to victory, repeated attempts will always end up in a lucky streak, making some victories feel anticlimactic. The heart of Titan Souls is the elusive perfect run. It is a game that will not make much sense for a majority of players, but for a specific contingent of people —I am thinking about speedrunners or no-death runs aficionados— it will be something to cherish.