
ROGUELITE ACTION-PLATFORMER - Follows a family of knights who, generation after generation, explore a cursed castle in a quest to break a curse, with each descendant inheriting unique traits and abilities to continue the fight.
PROS:
++ Addicting gameplay loop. To put it simply, Rogue Legacy is incredibly addicting. I just couldn't stop playing. And I think it mainly has to do with how each run plays out. When you start a run, the goal is to collect as much gold so that you can afford to buy upgrades after you die. But the catch is that you have to give all your gold to Charon whenever you begin your next run, meaning you have to spend as much gold as you can (to prevent wasted gold) and you need to enter each run with the mentality of getting enough currency to be able to purchase the upgrade you've been eyeing. This makes it so that you earnestly try your best in every run. Another reason why the gameplay was addicting was thanks to the procedural generation. There were only a few times where I felt that the room was straight up unfair. But for the most part, I loved the consistent challenge these procedurally-generated rooms gave me. Challenging me in my platforming skills, my reflexes, and even my pattern memorization skills.
++ Music. The music was really catchy and I enjoyed every single one of the tunes! The starting area track and Pistol Shrimp were especially great!
++ Premise. The core premise of having descendants with varying traits/skills was a very interesting concept that I feel was executed quite well. Especially in the beginning, these traits & skills did a great job of spicing up the game. They do start to wear out their novelty by the end though, especially the traits like Vertigo. But nevertheless, I'm interested to see how they expand upon this concept in the sequel.
++ Replayability. After beating the game, there is a NG+ option that can easily triple your playtime with the game.
++ Different classes. Although not all classes are created equal, I appreciated that all the classes had their specific uses. Some were good at taking down bosses (Hokages & Barbarians), some were all-arounders (Paladins & Assassins), some were magic-focused (Spellswords & Archmages), and one is specifically made for gold-runs (Spelunkers). Liches and Dragons round up the available classes. Each of them required a slightly different playstyle which kept me on my toes throughout my entire playthrough. But like I said, some classes were superior compared to the others.
++ Tight platforming. I really appreciated that the core platforming felt tight. It was easy to correct my course mid-air. With the rune system, it also allows for not only double jumps, but possibly even triple jumps and beyond! There is also mid-air dash in both directions which is especially useful for dodging. Overall, I had no complaints with the platforming and I felt that none of my deaths were caused by how the game controlled.
CONS:
-- No weapons. Even though there are a variety of classes, there's only one weapon which is the sword you start with. And because there's only one weapon, combat starts to get stale after a while because it doesn't really evolve much over the course of the game.
-- Bosses. I found that the designs of the bosses were quite subpar, and were just larger versions of regular enemy mobs. The fight themselves were also a bit underwhelming. I found that they just hit hard, rather than have any interesting fight patterns.
-- Dungeon level. The castle, the forest, and the upper area are all great progressions in difficulty. But the fourth and final area (the dungeons) is unfairly hard. The difficulty comes from the fact that it's way too dark and I could barely see any of the enemies. It didn't feel like a good step up in challenge. It felt cheap.
-- Downward attack. The downward pogo jump attack was just too inconsistent and had too short of a range to be used effectively. It resulted in me most often landing on the enemy, taking unnecessary damage in the process. I wish it was simpler to input or that it had a much more effective range.
-- Grind-heavy. The end of the game is quite grind-heavy. If you're not into grinding in games, then this could be a potential turn-off for you. The average player would need to get their stats up to an appropriate level just so that they can even have the chance to beat that floor's boss.