The game is designed to make you switch to the next one after each cast. There is a massive emphasis on spell rotation.HP is still a thing you need to be cautious with losing, but that is a staple with nearly every Roguelike.Ī few things that I would critique, or love to see in the future. It allows to to take on each encounter to your fullest potential instead of feeling the need to ration. Just spam your skills as they come off of cool down without needing to worry about "conserving energy". I also love that there is no MP/Mana system. This isn't a bad thing, but when reading the store page description I foolishly misinterpreted the spell combining as a upgrade mechanic rather than a gameplay one. You will not be going to a menu to fuse acquired spells, but instead need to use the normally acquired ones in a way that coincides with others during the active game play segments. Although the price tag is similar to what we now call a "Vampire Survivors Clone" this plays more like a traditional Roguelike, and has almost no similarities to VS so don't look at the screenshots then assume its just another one of those.Īnother thing that needs to be emphasized: the "combine" aspect of the spells is actually a game play mechanic not a upgrade/progression mechanic. There isn't a whole lot of content yet since it just released, but this is a game that I'll look forward to future updates to see how the developer improves it. It feels almost like a dance having to rotate spells for hidden combinations against enemies while simultaneously repositioning. I love the artstyle, sound design, and core game play loop. I'm really enjoying what I see here currently.
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