![]() Weapons come in nine varieties – swords, axes, spears, daggers, gauntlets, staves, pistols, rifles, and shotguns – all of which play slightly differently: for example, the ax hits all the squares around you, while the spear hits two squares in front of you. You can only wield one weapon at a time, and there’s a limit on how many items you can carry, so it becomes an interesting puzzle trying to work out which ones work best for the environment you’re in and which can be safely discarded. As you explore each dungeon, you will come across numerous weapons, items and relics, all of which you can choose to pick up or leave behind. That level of strategy and choice extends far into the mechanics and systems of the game. To explode or not to explode, the eternal question… ![]() Every micro-choice you make in the game becomes a risk/reward analysis: if I attack this enemy, will I put myself in a position to be taken out by that one? If I blow up this poison barrel, am I going to have to trudge through it myself in a few turns’ time? Can I get the last few hits in on this boss before they wear me down? Add some varied and deadly environmental traps into the mix, and things can get pretty wild pretty quickly. You usually have to get pretty close to an enemy to attack it, and you can easily get surrounded with few avenues of escape. This sounds like it would make things easier, but this game is anything but. That means that you can sit on the same tile for as long as you like, examining the state of play in the room and working out a strategy before taking action and moving forward. Time progresses when you move, attack, or use a skill or item. Now, hearing the term ‘turn-based’ might make you think of classic RPGs like Final Fantasy and Dragon Quest, but there’s vivid energy to the gameplay here that makes it feel more like a cutesy grid-based version of SUPERHOT at times. The most obvious and important mechanical difference is in its turn-based nature. But it’s all wrapped in an unusual and much more strategic veneer than its hack-and-slash brethren. ![]() You’ll come across all the gold standards of the modern roguelike: procedurally generated content, a home base featuring unlockable merchants and talent trees to make each subsequent run a little more interesting, if not directly easier, and dying, of course. Gameplay – Turn-Based ChaosĬrown Trick is an interesting beast when it comes to its gameplay. And besides, the real meat of a game like this is in its gameplay, which ticked a lot of boxes for me. Overall the story is fairly straightforward, but it’s dealt with in a pleasing enough way that I didn’t really mind. You can also pick up Dream Fragments throughout the game – essentially journal entries that provide some flavour and lore to the world-building efforts. Who wouldn’t implicitly trust an unsettling one-eyed crown?Īs stories go, it’s pretty by-the-numbers, but it does open up a bit with a few twists and turns later on in the game. ![]()
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