12/20/2023 0 Comments Skeletal avenger![]() The game lists them and checks them off as you find them, so you know how many you have yet to uncover. There are so many, that in my first playthrough, I had yet to even come across three of them. There are many, and they range from miniscule to godly. True to roguelike form, however, your success in Skeletal Avenger will be heavily influenced by randomly generated perks. ![]() You are also able to upgrade the strength of your skills and your health, with gold that you earn from slaying the living. Different hats will change that mechanic, some allowing you to throw your skull as a grenade, and others as a whirling blade, and more. Throughout your travels you will find armor, weapons, and different hats that will also heavily influence your life after death, or, erm… death… (that sounded right, right?) The hats lend an accentuation to one of the bigger mechanics in the game: throwing your skull. Skeletal Avenger is more than a simple roguelike I would be more apt to call it a roguelike with the skeletal frame of an RPG. The opening stills were actually quite promising, but the space in between them and the endgame was far too long to keep me hooked. While roguelikes are synonymous with a lack of story, the absence of any kind of progression here left me wanting more. You will travel across four different zones, each with their own aesthetic, hacking and slashing your way as you go through dungeon after dungeon. He can’t do so without help, however, as he needs blood crystals to unlock secrets that should lead to your killer’s identity. You have been brought back as an undead skeleton by a wizard with intentions of helping you find your killer. You awaken in your coffin, having been executed by an unknown assailant. Would Skeletal Avenger keep the streak going? Since then, I’ve enjoyed a handful of others, and look forward to getting my hands on new experiences in the genre as they become available. Roguelikes were a genre that I simply could not get into, until that game shattered the wall for me. The release trailer for this game showed an affinity to Skul: The Hero Slayer, which I had the absolute pleasure of reviewing for The Gaming Outsider here. Skeletal Avenger is the newest entry from 10tons, who brought us Tesla vs Lovecraft and Sparkle Unleashed, in a genre that has taken the indie and small studio world by storm. is really well done and gives a lot of random levels a handmade feel.Deathly similar, yet realms apart. I know it's basically day one, but is there a roadmap or plan for what's next? DLC? More content / weapons / enemies / perks?Īlso I was wondering if the dev from Unexplored helped with the procedural generation, or maybe the "cyclic generation" idea they came up with was used? Because the interaction of doors, platforms, keys, etc. ![]() Would be nice if the paths were somewhat even, so it was more of a trade off and decision. Like a weapon rack + two upgrades, or just two upgrades. Somethings the floor/portal paths seem like an obvious non-choice.I don't find picking up gold to be compelling gameplay. Or better yet just pull in all gold when clearing a level or going up a floor, kind of like when you beat the revenge target and hold R to leave and it pulls everything in. Could the gold vacuum speed a tiny bit faster, or stronger, or not collide with terrain, or something, because I feel like I have to wait around for gold to spew out, or double back to grab it later.Could we have a way to flag/mark gear, such as favoriting it, so we can easily remember what stuff to trash and what to keep.Do two items with "You stay inspired for twice as long" stack for 4x Inspired length?.When we mouse over an item that provides Elated or Energized could there be a minor tooltip beside it explaining what that means?.Speaking of the minimap could the portals (of all entrances after clearing a level) show up on the map?.I might be in the minority but I like a super minimal HUD, like I don't care about my gold or bloodstones until they're relevant, same with timer, etc. In general can we get more HUD customization options? I don't constantly need a reminder that Tab = map and Shift = overlay, nor do I need a pause button for the menu in the top right, and I'd dig a mini map position choice and size slider.Can we get an option to turn off the pulsing blood border when we're at low health?.
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