Retiring this one too. It's a twin-stick shooter / bullet hell type of thing mixed with modern Doom. Slick, for sure, but I didn't know it would be so arcade-y. There's not much story to speak of, and it's basically a test of mastering the controls to beat, with additional motivation provided by leaderboards. It is fun, intense, for sure, but as with Civ 6 and Noita (although Kill Knight isn't long per se), I don't have the patience right now to commit to it. I might be at a point where I'm exhausted by more open-ended or twitch-based games. I could feel it with Drop Duchy (roguelite fatigue?), which I saw through to the end, but perhaps I should find something more story-heavy with a clearly defined ending for next.
Anyway, like I said, Kill Knight is slick. The controls gel really well. You use RT to shoot pistols, circle to melee attack, and LT to shoot like a shotgun spread. All the attacks synergize in different ways. You have to use melee to get shotgun ammo, for example, which incentivizes running up and slicing enemies. Each attack generates some kind of resource that you need for other attacks (or health, very important!), so you have to vary attacks. It really does feel like a twin stick shooter / bullet hell version of the newer Doom games. I think that's about it...
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My first thought was "this is like Spelunky." And of course it is because it's another roguelike where you go down, down, down into the depths, and the only way you get better is to die a hundred times, learn what killed you and why, and just skill up. Also learning the wand system, which is one of the two things that make this stand apart. The other is the pixelated destructible environments.
There are huuuuuundreds of enemies, spells, and perks. I saw like 5% of stuff and made it to the third "biome" a few times. In my longer runs, I had cool wands and spells, like spells that made my projectiles home or explode or that covered a wide range. The way it works is that each wand you find has stats (which seem to just randomly vary), including some number of spell slots. You can find/purchase spells, and you can move them around between wands. This means you can load up your favorite wand with a variety of useful/synergistic spells that'll help you kill enemies, move around, and explore the biomes. Perks are also helpful, like ones that make you immune to certain elements or that give you a little ghost companion to augment your damage output.
The destructible environments are cool. Each pixel is categorized as a type of material (e.g., wood, water, coal, gunpowder...), and they have various interactions. Wood burns, for example, so if you shoot a lantern and it falls on wood, it'll light up and maybe collapse. If you're on fire, go find water to put yourself out. I don't know what "blood" does, but I saw that it ticks up to 100% as you stand in it. Acid poisons you. Occasionally stuff blew up and I wasn't sure why. I'm sure there are a lot more interactions. It reminded me of Divinity: Original Sin 2's elemental combat system.
Anyway, so what this looks like while playing is that you're zooming around (you have a jetpack and can float a bit; this replaces a typical game's jump), firing spells and getting fired at by enemies, blowing up the environment, trying to get gold (to purchase wands and spells), find secrets, do whatever, and ultimately get to the bottom of the biome, where you enter a portal and can buy upgrades and rearrange your spells, and then you go to the next biome. There is often a lot of fire/poison/projectiles/etc. on screen at once and it can feel pretty hectic.
I certainly appreciate the game and the ways that it makes something like Spelunky 2 feel traditional. There's a ton of customization with the wands, strategy in manipulating the environment, and so many things to discover. But having recently bashed my head against the Spelunky 2 roguelike wall for a while, I realize I have little interest in a similar head-bashing-against-the-wall experience playing Noita.
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This really grew on me. It's a clever blend of Tetris, a city builder, and a roguelite. There's no story to speak of, so I can just explain how the game works. You choose a faction, say, The Duchy (there are only three aside from DLC). You have a few starting cards. At first, cards are either production buildings or military buildings. Production buildings generate resources (you start with the basics: food, lumber, gold), while military buildings generate troops (archers, axemen, swordsmen). You'll start on a standard roguelite map, the Slay-the-Spire-type three-lane path, and choose to move along it from encounter to encounter. You'll land on resources, peaceful regions, or battles at first (more types get unlocked).
Here's how battles work. You're on a Tetris grid. Tetris pieces appear, just like that game, and you rotate and place them, just like that game. Except the pieces are different types of terrain (say, forest, plains, and rivers). And your production and military buildings are also Tetris pieces that appear. And your enemy's military buildings are also in the deck of Tetris pieces. Buildings have various conditions and results. For example, the Farm (production building) turns nearby plains into fields and generates food. The Watchtower (military building) gives an archer for each plain in range and three archers for each field in range. You already see the synergy between these two buildings! When you complete a row, it is considered "explored", and you get resources for every terrain tile in the row (food for fields, lumber for trees, etc.). The row doesn't disappear (as in Tetris), so you have a limited amount of space to place the blocks in the deck before the round ends. If you explore multiple rows at once, you get bonus resources. So, every match is a game of managing terrain, production, and military buildings to generate resources AND to limit your opponent from generating soldiers. That is, when their Watchtower piece comes up, you want to place it next to some woods or some rocks, definitely not smack in the middle of a bunch of fields, where yours hopefully is.
You are always trying to minimize the army the enemy can raise because at the end of the round, you fight. Battles are a rock-paper-scissors affair between archers, axemen, and swordsmen. You basically move groups of units into other groups of units which stacks groups and sends them into battle. This is kind of hard to explain, but the game provides clear rules for how it works based on the size and type of groups that you're moving around, and the order in which battle happens. Just know that you want to be on the winning end of those rock-paper-scissors battles and you want to really, really think through the order in which you group your troops. One miscalculation can ruin the whole fight and lose the game.
When you complete an encounter, you choose a new card, and are thus always growing your deck. You use the resources harvested during rounds to upgrade cards. So, at the larger deck-building level, you're looking for synergies between cards, building a deck with some sort of theme, and balancing production and military. Not enough production and you can't upgrade stuff. Not enough military and you can't win battles. In my last game, my first full win, I actually had the fewest buildings I'd ever had. I'd unlocked "technology" cards, which are passive (e.g., every time you explore a field, gain 4 additional food; or, all military building upgrades are 20% cheaper; etc.). I was able to synergize really well and build a deck focused on fields. Fields all the way! I turned woods to plains, plains to fields, got food bonuses for fields, had buildings that created plains and fields when placed, military buildings with bonuses for fields, etc. I pretty much annihilated Act 3 and the last boss.
Speaking of bosses, I had no idea how they would do this. I thought bosses would just be like regular battles but with buffed cards, or maybe with more cards. But no! Boss battles fundamentally alter the grid in some way, alter your typical strategies, etc. For example, the last boss (who had killed me once before) requires "bribes," or else it'll throw you military buildings to deal with. To bribe it, you have to generate x resources over y turns and keep it up throughout the match. Every time you don't meet the bribe amount, the enemy sends a military building. And, every time you place a piece, there are squares on the grid that will automatically generate enemy troops if you place a piece there, and the squares change every piece, so you're constantly working around restrictions on the grid too. The first time I fought this boss, I got overwhelmed and lost. This time, the boss didn't send a single military building and I beat it by almost 100 troops, which is a lot.
This was inevitable, I think, because there are a ton of upgrades in the meta-progression. Tons of new cards, even new mechanics. For example, you can unlock religious buildings and the "faith" mechanic, unlock mercenaries, unlock the "constellation" mechanic (which lets you manipulate a piece every 10 or so pieces, depending), you can unlock technology cards, "noble" cards, and so on. You also upgrade your starting decks and resources with each faction as you play them. I am really tempted to win with each faction before setting the game aside, but I have so much other stuff to play. I'll keep it installed and probably come back in the future!
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