So far everything is pretty standard stuff for a roguelite, it’s done very well, but nothing special. You also have the end of level doors marked in red where you fight mini-bosses in the shape of caped heroes or one of six end of section big bosses. Throughout levels there are shop doors to pass through that offer the chance to spend money on a variety of RNG items in each of the categories and a free skull is often offered to you. This allows you to somewhat control what you get in reward at the end of each room on your run. There is also a blank room which is simply a random pick of any one of the above. You get this reward when you clear the room full of enemies, but the level of reward, common, rare, unique and legendary are randomised. You do so by journeying through RNG rooms that you have some control over.īefore entering the next room, you are presented with a choice of two rooms from one that delivers a skull, one that delivers money or one that delivers a power-up item. All except you that is… You are Skul, the tiny little skeleton sent on a final desperate mission to expel the Heroes and rescue the Demon King. The premise is that the heroes of the world have united to finally conquer the demon kingdom and have imprisoned the Demon King, defeating and capturing monsters and wraiths of the underworld in the process. Gradually a combination of mastering the attack styles of enemies and the compound difference of incremental trait advances starts to pay off you can go further, do more and so the game scales. You die lots and keep nothing with you except for small incremental trait improvements which are split into three options, magical attack, melee attack and critical damage chance. The whole look of the game is retro styled and has an early Zelda feel to it. The graphics and the way the text scrolls one generated letter at a time is very much like an old Nintendo Entertainment System or SEGA game. Skul is a pixel art 2D platform roguelite. One Large Retro Pixel Art 2D Roguelite, Please
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