Publicada: 28 de abril
Fantastic game alone- even better with friends! (real, fleshy friends, that is- no online play...)
positives: Fairly simple gameplay is made enjoyable and rewarding by the genuinely impressive variety of weapons, hats, and gizmo's available, and the rouge-like elements keep things nice and fresh. One play through you'll be keeping track of the bullets left in your revolver, each one a precious resource- the next you'll be madly summing armies of skeletons, to fight mages madly summining armies of skeletons right back at you! There is an undeniable sense of glee in finding a new weapon, trying it out on a passing snake or bat, and seeing some crazy new mechanic you never new existed oblitorate your unfortunate target- realising I now had the power to shoot lazers from my eyes was a particually enjoabyle moment!
The game sports a variety of modes for different moods. As well as a standard dungeon crawl, you have the option for fully randomized dungeons that don't scale in difficulty to your progress, 'nightmare' dungeons for the experienced delver, and of course the rouge-like standard of a 'daily dungeon'. Each mode comes with it's own leaderboards, lending a competative edge to the game- nothing rewards a good run quite like landing a place in the all-time leaderboards!
The graphics are suprisingly lovely too- the '3D space, 2D pixel sprites' look is an interesting one, certainly, and the creatures are all represented well in both appearence and sound design. (if you aren't slightly saddened by the 8bit whimper of a long dead ghost as it dies a second death, you might not be human yourself)
Downsides: There is the occasional sense of missed oppertunity with some of the mechanics. The puzzle elements (such as fire traps, hidden walls, and moving staircases) are very limited in their functionality due to the procedural level design- you will never find your path blocked by a fire wall, and have to venture deeper into the dungeon to disable it. Instead, firewalls feel as if they are placed a little haphazzardly, and their activators are never located outside of the room they are found in.
Also, of course, it's not for everyone- if deep combat mechanics (as apposed to varied), narrative complexity, or cutting edge graphics are important to you, then this obviously isn't going to be your cup of tea. But to be honest, "does its own thing, really quite well, isn't going to please everyone" is hardly a downside!
Also worth mentioning is the impressive effort put in to the procedural music- each time you enter the dungeon, enemies and objects are assigned a layer of music on some pseudo-random basis, and these layers will then meld together as you play, depending on what's on screen. The fact that such an interesting system even functions is impressive, let alone sounds good- all hail intellegent collaboration between indie devs and indie musicians!!!