This has been my go-to for the last two weeks. Couldn't be more impressed.
I was very concerned this looked like a major turn for the conventional after Pyre and Transistor, but like all of Supergiant's ventures into genres, it's just too well executed to complain about. All the weapons are fantastic in their own ways. It refreshingly tackles RNG …
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This has been my go-to for the last two weeks. Couldn't be more impressed.
I was very concerned this looked like a major turn for the conventional after Pyre and Transistor, but like all of Supergiant's ventures into genres, it's just too well executed to complain about. All the weapons are fantastic in their own ways. It refreshingly tackles RNG by marking doors to the next rooms with the upgrade/reward behind it and allowing you to give gifts to guarantee certain boons from Gods. You shape your run beyond mere chance. Currently, the game is the perfect length for short sessions that respect your time. I hope that doesn't change too much as early access progresses!
Meta progression a la Dead Cells is a controversial one. It's hard to tell if I'm improving in skill or just raw power. At least it's a way to ensure there's no perceived wasted time. You could always remove the advantage too.
Haven't quite yet beaten the early access final boss, but I seem to get to it every time at this point. Content has more or less dried up. Characters don't have as much to say, but whilst they did (for an impressively long time) they really distinguished this as a roguelike with personality and story at its centre. The conversations, gifting and flashback sequences really took the sting out of failure.
Watched the first No Clip documentary vid for it and I'm impressed with their rationale behind going early access for the first time. They found for every game they would reach peak flow in their output just as it started resembling a fully working build in the last few months of development - right before having to finish up for good and move on. They wanted to experiment with pushing out an uber polished slice of final build and maintain that flow for the whole development cycle. Considering the polish and quality of the early access, I'm certain their experiment will pay off.
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