Well this game came as a surprise to me. Wasnt expecting it to be quite what it is. Tiny Rogues is a game that does a lot of really incredible things... but then holds itself back a bit by a few missteps. I wanna get the bad ones out of the way first: in all my time playing roguelikes/lites/whatever and shmups, well... it's very, very rare I find something with as many visibility problems as this. This is the only game I can think of that gets so messy that it causes me to try to dodge MY OWN SHOTS. I'm not going to go into too much detail on this point... "bad visibility" is easy enough to understand. Though seriously it's REALLY bad. The "dodge my own shots" thing isnt rare, it's frequent. Despite the visual lunacy, I dont find the game to be unusually hard. Even playing on a high Cinder level (basically, difficultly modifiers) I dont really have too much trouble with anything. Though I'm not exactly the best judge of difficulty, really. The other big issue is the run length problem. There are two parts to this: Firstly, runs do overstay their welcome. A run is 10 floors long... until it isnt. After awhile you'll unlock floor 11, but... really I'm ready to stop by floor 10, as by that point my build is generally finished, and there are no more interesting decisions to make (which is the point when any roguelike loses me). Then floor 11 happens, which is a bit much. But then there's floor 12. I freaking HATE when this genre pulls this one. See, just because floor 12 unlocked, doesnt mean you're going to GO to floor 12. There's a bizarre and frankly dumb alignment system that goes along with this... certain actions/items/stupid will raise/lower more than one type of alignment. Having an alignment be at least +4/-4... doesnt matter which... on reaching floor 12 opens the gate. Anything else, you dont get in. And what a surprise, this forces certain types of decisions during runs to make it happen (typically, spending souls on things I dont really want) And I just.... uuuuuugh, I dont want to bother with this part, I really dont. So far I've entirely ignored it, because screw it (and again, runs are a bit too long already). But NOT doing it also freezes the world tier advancement at tier four, so... bleh. Maybe later. Now, for the good stuff, and the good stuff is REALLY good. Combat is excellent, with amazingly well done bullet patterns and such, super fun weapons to use (mostly... weapons with a range shorter than "far" are entirely worthless), and a fast pace that never lets up. The Hades-like door choice system means that there is no backtracking, no dead ends, just ALWAYS something interesting going on. But also, there's the absolutely staggering variety. You name a particular game element, and chances are there's like 10000 of it. What's more though is how everything COMBINES. Firstly there's your equipment and traits and such. There is SO MUCH going on with these. It's overwhelming at first, there's 5 bazillion different stat types and status effects and everything, and most pieces of equipment will show not just one tooltip when looked at, but instead you might often get like 4 or 5. These things are complicated, but in a really good way. I've never seen something like this in this genre before. Not to this degree, and not done this well. On top of that, there's the absolutely excellent enemy "enchantment system". In any given room, there is a chance for an enchantment to take place. You'd think this would be like, "+20 attack for all monsters" right? No! That's not loopy enough! There could be a bomber plane that flies across the arena every now and then, blowing up half of it, or maybe some spinning lasers that keep spawning and unspawning, maybe some acid pools, or glaives ricocheting off the walls, bullet spraying tornados, enormous explosives, the list goes on... and on... and on. When combined with the seriously excellent enemy and boss design (as it can happen during boss fights once you unlock that Cinder option), this bends and twists overall enemy patterns in new ways. Now, this does mean that every now and then the game will generate an undodgeable attack. Or it would, if it wasnt for the excellent dodge-dash mechanic. Yeah, lots of games have dodge rolls or whatever, but this is the one that does it best, in my opinion. There are also a LOT of different things you can find in rooms, in terms of rewards and such or different events, or special rooms like stores and taverns, and all sorts of other things, that keep the room progression through each floor interesting. You can manipulate this too, with the funky dice system. Well, you can manipulate more than just the doors with that, it's interesting. There's a bazillion characters, too, and all sorts of different consumables and things to go in your inventory. There's also the odd meta skill tree. This does not work like how you'd think. Normally, you'd expect that you get a skill tree, and eventually you max it out and have everything and that's it, right? No! You'll max out at 30 skill points. There are MORE than 30 nodes. And what's more, many nodes are multi-nodes. 2 or 3 possible options in said node, pick one. You CANNOT get everything all at once. But you CAN undo things, and set them up different. So, there's REAL choice to be made here, instead of "well whatever, I'll get it all eventually". It aint perfect, some nodes arent quite interesting enough, but still. The one big issue all this can make though is that it is seriously overwhelming at first. I mean good grief, your character has FOUR PAGES of stats. But once you get a handle on things, it's worth that initial hurdle. Just be sure to take the time to read everything carefully. Well, you get the idea, I think. Other than the visibility issues and the bloody stupid alignment thing, this game is spectacular. If you like games of this genre... seriously you gotta get this one. Just do it.
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