no different weapon types
only 3 magic attacks, all of which are basic directional damage
no damage/elemental types or equivalent
knockback is vestigial
no attack strings
mana is linked to your primary attack and is rarely absent
no items
no loadout presets
most charms are either really bad or just flat increase your numbers
zero unique movement tools ("but mantis claw and crystal dash" shitty versions of the Metroid wall jump and speed booster)
nothing remotely approaching shinespark puzzle-level platforming
It generally lacks the RPG mechanics that are necessary to some degree for its Vania side without offering a special and fun movement option pool like Metroid. Individual aspects I listed aren't strictly required, but to have none of them is to go halfway on both the Metroid and Vania side, and leave a huge gap of mush in the middle. It fills this by just getting super hard near the end, making you play Meat Boy for the "true" ending and Godhome. I felt like all the game could do was make me use its limited mechanics increasingly precisely as I made my way through that DLC, and that was exemplified when I gave up on completing the last pantheon with all the bindings activated. It was so fucking boring that I just couldn't do it anymore. That Meat Boy comparison was in earnest, that's how empty the mechanics feel to me now, that this "Metroidvania" can be compared to a pure Mario-esque platformer