Tiny Rogues impressions. This is great little gem of a game. It’s actually a very simple action game: you move and shoot in an arena (even the melee weapons are like short ranged weapons) and the enemies do the same, move and shoot. There is no advanced parry system nor animation driven combo attacks, nor anything like that, you hold mouse1 to attack. There is no exploration aspects nor advanced rpg character build aspects (it’s a more basic str/dex/int + 1 perk per level system, Brotato wins in that regard). Much less attempts to have a narrative. But inside the limited constraints of game like this, it’s very good:
-The movement is simple but well tuned, not too slow, nor too fast and uncontrollable, and always snappy, with a nice dash.
-The combat visibility is clear thanks to the high contrast between the color sprites and black background, special enemy attacks have an indicator before they happen, and while at some point on the later stages the screen can have lots of sprite enemies and sprite attacks you have to interpret, the different colors make it possible.
-Perhaps what is most important, in a game about killing enemies, there is a good variety in both enemies to kill and things to use to kill enemies. All enemies have different move and fire patterns: from boars that would charge and stun themselves on the walls, to snakes that move in S leaving projectiles behind floating, to vines that expand towards your direction, to slimes that jump around, big ogres that stomp the ground with their first doing an aoe attack, enemies that dash around very quickly (the game shows the path before the dash), enemies that explode on death (or drop new enemies, like groups of bees), or that fire a continous but slow moving laser, ghosts that can disappear and reappear, immobile enemies that fire bursts of projectiles, or devils that throw a trident and you have to be aware the trident come back to their hands later, well, you get the idea.
-Same with the weapons. I have seen several weapons after several runs, and the game doesn’t seem to fall in the trap of varying damage stats vs attack speed and that’s it. 90% of them were different enough. A hunting bow, a winged bow, a thompson machine gun and a super shotgun are all ranged weapons that felt different, they all had their own pros and cons, in range, crit chance, damage, attack speed, magazine size, special effects, etc. A slime wand slow down enemies, an arc staff would chain lightning groups of them, a fire staff did an aoe attack with burn effect but the projectile flew in high parabola volleys, a sword have short range, a aztec mace had a wide attack sprite and explode enemies, a spear attack in bursts of 3 attacks unlike other melee weapons, etc.
-Itemization beyond the weapons is also decent: there is a good mix of items that would give some stat buff (+1 to Armor or to Special Hearts or Mana, or +15% to a damage type, or +20 to range, etc) and items with unique effects, like leaving a fire trail, or having an always rotating ring of thorns, or making you do damage in your dashes.
It’s still missing a few things I would like, like an option for shorter runs (the game would be ideal for when you want a short burst of 15-20 min of gaming, but runs are more around 30-35 minutes), and difficulty options (but this is coming, the dev says he wants an Hades-like system). I also would like a npc to sell my unused loot, pet peeve of mine, but I hate when you have to just drop it in the ground! :P