![]() ![]() I like this design because of the game's rouge-like nature. But while you can't take any of the cool items with you on a new playthrough, you can take whatever you learned about each monster. I learned quickly that one monster had a far-reaching projectile shot and made my mission to possess it as soon as I saw it.Ī nice thing about the dungeons in each level is how a few things remain consistent. You know there is a boss, so one room holds the key to his door. There is going to be at least one item shop somewhere to buy new items or health. You should also fully explore before taking on the boss, as there might be some hidden keys or treasure chests behind an unexplored room. Naturally, the ability to possess enemies adds a new level to the combat in this game. However, the rest of combat feels a little underwhelming. On your own, you start the game as the lizard. While not really that different from any of the other enemies in the game, you do have more health. However, your only offense comes in the form of a quick spin move that does a single point of damage to any enemy close enough to know what you ate for breakfast. Items found can be useful, but with a limited number of uses, you end up saving them until you are overwhelmed or in a boss fight. Thankfully, items can be carried over once you possess a new creature, so if you buy something as one monster and return to your own body, you still get to keep that really cool fireball shooter. I somewhat felt a little disappointed by the possession mechanic in this game. Your body remains behind once you enter into a new monster and doesn't follow you to each room. ![]()
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