Some nice ideas that just didn’t pan out as well as I could have hoped.
I’ll start by saying I liked the game and enjoyed playing it. It scratched that Binding of Issac itch while still bringing some novelty to the table. However I will say that I was also glad when it was over after what steam tells me 15 hours of gameplay.
The game is about running a shop and dungeon crawling. You explore the dungeon to get the loot or artifacts as it’s called in the game. You sell those to get money and upgrade your weapons. You use the money to upgrade your shop and buy new weapons or potions or enhancements. And you use the weapons to progress further into the dungeon to get better loot. And that’s essentially the loop the game takes you on.
Visually it’s quite nice looking 2D pixel art. Although the details of what can be walked on and what not is sometimes hard to distinguish, especially when there’s a lot going on.
Soundtrack is good as well, easy on the ears and doesn’t get annoying after a while which is always an accomplishment.
Now onto complaints. Starting up with the difficulty level. You get to choose one of four labeled “easy”, “normal”, “hard (the way the game is intended to play)”, “super hard”. If you’re going to add in brackets the “the way the game is intended to play” you should make it normal and re-label everything else accordingly. If you’re game is supposed to be hard - so be it - that is normal for that game. I will always pick the normal or the way the game is intended to play - and only adjust later on if required.
Secondly the control mapping are annoying at the very least. LT is mapped to roll jump while I would expect the block to be on it. The A is hit, the X is block. So much to unlearn before being actually able to control the character properly. And no - I’m not changing the configuration myself even if possible.
Now even on the hard difficulty I did manage to finish the game in under 40 deaths which the game gave me achievement for. Now this might be some of the previous Isaac experience but I think it’s the game loop design fault. You go into the dungeon to collect loot with a limited backpack space. At which point you either return or teleport back to town to sell it in your shop. The difference is the teleport costs more but will get you back to your previous point or you start all over. The thing is you get your backpack filled by the end of first level and it’s enough loot for you to get a valuable outcome. What happens is you grind the first dungeon level until you get overpowered weapon and cruise through the rest of the dungeon.
So there are four (five) dungeons. Each with three levels. Each level ends with a boss. The first one is quite easy. The second one is a harder variation of the first one, which usually was the hardest. The third, main dungeon boss was usually easier than the second and died on the first try. This unlocks the next dungeon and there is no point in going back to the previous. You repeat the steps of getting more money, getting better weapon and enchanting it for maximum damage and you reach the final boss on dungeon five.
Now the final boss did put a bit of a fight and was the toughest of them all until I learned just how powerful the block is in this game. After that it was pretty easy. The hardest rooms were actually those containing multiple enemies - especially with the mimic chest.
The part where you manage your shop sounds interesting but gets boring pretty quickly. You put up your loot on sale and try to guess the price. Based on customer reactions you get if it’s too high or low. There’s also market fluctuation that comes into play when some items are more desirable than others. But what it gets to is to getting the right price. Once you got that the rest doesn’t matter and you don’t really care about anything else as the difference in gains are marginal and annoying to keep track. You can also do some quests for customers to kill a number of enemies in certain time or to gather certain loot in a given amount of time. But the time given is usually so short that I was unable to finish more than one so ignored that part completely. You also get the assistant later on but splitting the 30% with her is just not worth it.
The general idea is nice. You can choose to push through the dungeon to get more loot and get more profit but at the risk of dying and losing it all. But the limited backpack space makes it more worthwhile to just get back and sell it all and start all over again. The dungeon runs are just too short for that to matter so it turns into a grind of sorts and then just rushing through the dungeon once you’re strong enough. There’s a design flaw somewhere there though I don’t know where. Perhaps having a certain drop off points would have served better - I really don’t know.
Overall though it’s a good game. Not great but still quite good and I enjoyed my time with it. Could have been better though.