![]() ![]() Every character should have a higher base movement speed based upon their walk cycle, they just don’t. Not terrible, but disappointingly bad.Įach character has this strange issue where their walk cycle is seemingly not matching the speed at which they’re moving. Okay, let’s assume you don’t care about the story, or the repetitive levels, or the lack of progression. I’ve started several levels (2 of which in my initial playthrough) where the boss room was just a single room away. The modular nature of these randomly generated levels only serve to hurt the experience as there seems to be no line of code which keeps the boss room a certain number of “squares” away from the starting room. It’s not even as though they’re teleported in by the boss, or by the final boss to come and test you, they just appear when you walk through a doorway. ![]() This baffling decision only serves to makes each area feels even more artificial than they already did. All the enemies are the typical DND fair you would expect from this kind of game, but enemies don’t spawn in rooms unless you walk into that room first. Essentially: if a room has 1.) no exits but the way you came, and 2.) no chest, then just don’t even bother.Įven some decisions made regarding the enemies are strange. It may have been better if each level was just an actually designed level as the modular nature of them, and how obviously rooms are slotted into one another means that after a level or two you find yourself tuning out a lot of the environments which, while admittedly nice to look at, don’t have anything in them that warrants searching or requires any keen sense of awareness. I suppose there is a degree of modularity here as each dungeon is randomly generated each time you play, but these are not grand quests, they are just 5-15 minutes levels of similar looking rooms wherein you fight the same enemies, with the same set of characters, who all have the same moves for the entire game. Man, these must be some wonderful levels, right? Well, it’s really just 1 level which is re-themed each time until the game is over. They’re there, and they can even help you craft runes and items, but you can’t ever interact with them. Well, maybe there is, but I would have no idea of knowing because all dialogue in the game isn’t voiced, only subtitled in the top right corner, and a lot of it is during combat, so good luck trying to read any of it.Įven in the hub area, your safe-haven, you still can’t speak to any of them. Sure they look generic, but there must be something beneath each of their bland exteriors. Sure, you can level up, but that only upgrades your health and damage, and there are no weapons to equip or gear to unlock outside of runes, which are just flat stat upgrades anyway.Īt this point, I at least expected for the game to lean very heavily into each of these characters personalities. This is all fine as no one expects the starting loadout to be anything amazing, but this is ALL you get for the entire game. Every character has a basic light attack, as well as 4 ‘unique’ abilities which can be activated by holding L1 and pressing a corresponding face button.Īll of these abilities are exactly what you would expect, from AOE damage, to party shields, to healing circles, to flurry attacks. But what about the characters?Īll of the characters are very generic, not only given their token roles as ‘adventurers’ but even in the moves they have. ![]() This is fine, there’s no reason that a game, especially one which is marketed as a rogue-lite should have to have any trenchant or immersive story. Everything I’ve just said is effectively all the story the game gives you. ![]()
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