At baseline, Elle gets her choice of two random weapons at the start of every run, which have a lot of traits and types. So what are our actual core mechanics here? Pretty classic stuff. But it does look fantastic, I have to say, and is a really slick presentation. The art style here is gently spooky, it's not exactly full on terrifying. But getting there means cutting through all the horrors of this nightmare. And the only one she can rely on, if not exactly trust, is a talking crown who can actually strike and harm the beasts of this land where Elle cannot. You've got a pretty straightforward setup at the start here: Young maiden Elle wakes up to find herself in a nightmare realm, as you do. And I can tell you, right now, Crown Trick does some pretty cool shit within that space. It's another thing to ask if the game executes on them well. Like, the only thing that they've decided to break from that core design ethos on is letting you have some persistent upgrades, and unlockable loot tables, and I'm not entirely sure those haven't been folded into the core by now.īut, it's one thing for a game to include all the pieces of its genre. Like, yeah, this has randomly generated stages and loot.It also has a synchro turn based setup, movement on a grid, total loss of loot and a baseline starting point for each given run. So, Crown Trick's a roguelike-ass roguelike, as the vernacular goes. ![]() I was told to expect a trick, but what a treat I've been given.
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