It's pretty similar to classic Metroidvania games, namely Symphony of the Night (which I believe is the game designer's favourite game of all time). I'm not actually a huge fan of the genre so I haven't played too many, but it also reminds me of Super Metroid.
- You have a main hub you go back to where you can buy equipment, upgrade spells, craft items, sell items, get side-quests, play mini-games and rest.
- There is a main story that you continuously progress through and a lot of optional quests, some of which are quite cryptic. You get rewards at various checkpoints but it's not necessarily the main drive, the focus is more on clearing content for how it might differ.
- The game is broken down in different areas, each with their own unique Visual style, theme, enemies, loot, puzzles, mini-bosses and bosses.
- You get 8 different utility upgrades throughout the game, at a pace of 1 per area or so, which is useful in its own right (ie: Slide that can also be used as an attack) but mostly unlocks locked off areas in the previous zone and lets you access the next one. You will have to do some backtracking but there's a helpful map and a lot of teleport points to get around.
- There are a variety of weapon types with their own unqiue attack animations, and increasingly better weapons for each type with some of them having unique abilities. You can also equip armor, with most of it being stat focused but some having unique abilities like summoning a pet.
- Combat is pretty straight forward where it's about timing your attack with the enemy attack pattern. You're not pulling off combos, attack chains or fancy special moves here (though there are spells that use mana, once again similar to SOTN). There is some depth to it like doing Jump Attacks to keep momentum, or cancelling your Backstep into an attack to retreat while attacking.
- A good chunk of the game envolves platforming, though it's not pixel perfect frustration but it does require some thought to your actions as the traps can be quite deadly. As you get more utility power-ups, especially the wall jump and double jump, it'll get easier and flow better. There's some clever moving platform rooms that took me some time but were enjoyable to clear.
- Killing enemies gives you exp which levels you up and strengthens all your Stats by a small amount, no skill tree or stat builds here outside of gear though. You can find quite a few secrets that give you permanent boosts, and sometimes either let you make choices or give you a random boost.
- The randomly generated aspect of the game is just in regards to room set-up, both within the room itself to determine platforms/enemy placement and also with how the rooms that connect checkpoints are placed. You still go through the game in the order designed by the devs, but if you do another playthrough you have to relearn enemy & puzzle placement, unless you use the same world seed.
Overall it's a simple fun game that will net you about a dozen hours in the first playthrough, and has decent replayability to the randomisation, different weapons/spells and numerous secrets. The pixel art visuals are the biggest charm, but progressing through very different environments and clearing puzzles has been a joy. Hope that gives a better idea of what the game is like
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