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Recommended
0.0 hrs last two weeks / 110.5 hrs on record (2.9 hrs at review time)
Posted: 26 Sep, 2022 @ 11:46am

Early Access Review
It's been a while since a rogue-like of this quality released, especially one in its early access infancy. Even at this stage, this is probably the best rogue-like since Hades, and I do mean that sincerely.

The gameplay is everything you want out of a rogue-like: runs that feel unique, crisp controls, satisfying weapons that genuinely change how you approach each combat. The encounters are tough, assuming your build can't clear the room instantly, but feel fair and even the weakest run could feasibly clear every room hit less given good play. The meta currency does buy direct stat upgrades, but they're entirely unnecessary to complete the game, and most of your early currency will go towards unlocking the different starter classes anyhow.

This game oozes character. The art style is charming, the various monsters and environments meshing perfectly with the design choice. Well implemented references to both games and pop culture abound (the potion seller bit put the biggest grin on my face).

The only real criticisms I have are what would probably extend this game replayability from 10s to 100s of hours. First, meaningful choice. While you do have the option of choosing between two rooms, there is almost always a correct choice. Stats>Equipment>Keys/Bombs=Chests>Money>Consumable. I would strongly suggest this be changed into Hades format, where each room gives the choice between a different tier of choices (ex. You can choose hammer or boon, but not gold or boon; you would always take boon over gold) Next, equipment. One of the things that makes TBoI so replayable is getting items that change how you play the game. When I get Technology or Ludovisco, I have to start playing differently. Lots of equipment in this game are simply stat buffs. Now, while a 25% increase to physical damage is powerful, its also boring, and doesn't meaningfully alter gameplay. If equipment moved from providing stat buffs to adding passive or active effects, it would go a long way to making each run feel different from the last, beyond weapons and traits. Lastly, meta progression. Alongside adding a compendium that list all the equipment and weapons you've picked up during your runs, I'd prefer if more weapons were unlocked with souls than passive stat buffs. This gives me something to work towards beyond Get Stronger. Now, while this may seem like a long list of complaints, I'm only adding this because these are the only things stopping this game from going from a 9 to a 10.

I have not been so invested in a game doing well in quite bit. This game is a perfect blend of artstyle, gameplay, and design choice that just fits so perfectly together. Even if it were to receive no updates going forward, this game is currently a 9/10 and well worth the paltry asking price. Please, buy the game and support the dev, I can't wait to see whats added going forward if this peaks in popularity.
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