‘I’m back! Back in the New York Grove’, sang Ace Frehley in 1978.
Shortly after, KISS took off their make-up and Ace Frehley then left the band. They had become a bit dated, silly even? So, too, the platformer. They came to be seen as undemanding, linear games; the preserve of younger kids who like the cartoon presentation of these games.
Even efforts to compete with the advent of 3D did little to halt the decline of the platformer from its market share heyday of a third of games sales to 2% by 2006, but whisper it like Ace Frehley… the platformer is back.
Sunblaze, developed by Games from Earth, is a 2D single screen platformer harking back to classic days. It’s title screen opens with a popping tune reminiscent of early Mario music and the soundtrack throughout is top notch.
You are Josie, a cute pony-tailed little girl whose father is a retired old superhero. Better than that though, Dad owns a Superhero training simulator – well of course we’re gonna try it. It is during the training session that we…err train and are taught all the basic moves in the game environment; the double jump, the dash, hang crawling, hitting things or jumping on things causes them to fall and this can break obstacles.
These are all the usual, expected staples of a precision platformer and they are introduced quickly and seamlessly. It’s a joyous start.
Then the training simulator goes wrong and you are stuck inside and have to fight your way through various colourful levels to escape back to Dad.
One of the starkest things about Sunblaze, right from the start, is how darn quick the game is in almost every respect. Sunblaze treats death in the best way, from red sauce to resurrection in a millisecond. Instantaneous and unforgiving failure is followed by instant play again without even the need to press a button.
Speedrun Death Challenge, Anyone?
There surely has to be a contest for who can rack up the most deaths in under a minute? Then when you complete a level there is no fade screen or load screen, the screen simply melts into the next level like the moment you see a magic eye image…boom it’s there and you are stood right where you were but in a different room, facing a different puzzle.
The pace is amazing, making the experience a pretty continuous one and emphasising the positive part of that, no matter how you are doing.
Pretty soon however, you start meeting those challenging levels where the game demands you put together your newly learnt moves into combinations in order to whizz around the board.
Each level (created by a friendly rainbow unicorn, naturally) needs to be solved and they become more a complex puzzle each time. There is an order of doing things, hitting jedi training robots, dropping blocks, exploding TNT, squashing laser gates, breaking glass barriers and all sorts of other things.
Pretty soon you start each level with a moment of pause to survey the puzzle in front of you and try to figure out a way to the end. As the game progresses, each new chapter introduces more hazards. There are spiked floors, poisonous coral, explosive oil drums, volcano spitters, and evil computers.
Played normally, Sunblaze is a pretty difficult game. It isn’t called a Precision Platformer for nothing. You know what you are in for when you see that the game keeps a death counter and a timer. There’s going to be competition with speedruns and lowest deaths (or as I prefer, posting a screenshots of completing a game with an unbelievably high death count).
Death comes in many forms and frequently, you can explode into residue on touching spikes, be crushed entirely by a moving block or fried in classic cartoon style of shocking your skeleton when caught in a laser gate. If it all proves too tough there are a multitude of difficulty settings that operate seamlessly.
Firstly there is a Zen Mode which is, effectively a rookie mode and gives you the whole game and story with fewer levels and a reduced difficulty, so the game can be played by a variety of ages and capabilities.
On top of that you can switch on various cheat functions that remove the game cap or cooldown on abilities such as infinite jumps or infinite dash. You can even make levels easier by giving yourself the ability to ignore volcanos and laser gates by switching on invincibility or to smash glass barriers on contact and avoid the perils of messing with squashing blocks. These accessibility options can be combined in any mode; play the standard mode and tackle a particularly hard level by switching on infinite jumps for example?
A Variety Of Deaths
Sunblaze is a great game with a wealth of accessibility. It knows what the flaws of a platformer are and if gets around them confidently. You will never be stuck for too long, you can always tweak the game parameters a little for one level of the whole game and experience much the same as someone else who plays the more skilful variant. And for those of you who want greater challenges you can try to collect the power cubes in each chapter. Do all this and there are a reputed 700 levels in the game.
All in all you can play Sunblaze from start to finish in a couple of hours using all of the easiest settings and cheat modes or you can take on the full challenge and it will take you days and well over 1000 deaths. That the game can be immensely accessible and extremely challenging at the flick of a setting and lose you nothing in gameplay gives Sunblaze broad appeal.
The plethora of Roguelites around in recent years has given the platformer a lesson in how to present death as irrelevant to gameplay or at least not a setback to progress.
Is It Worth Buying Sunblaze?
During the lockdown of the last year there has been a widely reported jump in playing video games, Platformers are in the top five genres for growth in that period with platform play growing by 25% in that time.
These days Ace Frehley is back playing with KISS, they still tour and they are back in their daft glam costumes, but what we realised is that we liked it that way after all. Sunblaze is one of a developing new breed of platformers in the line of Super Meat Boy and Celeste that realise the platformer never really left us and know how to give us what we really liked all along.
You know that feeling you sometimes catch yourself doing in a game whereby you lean hard to the left in your chair, subconsciously willing your character to make that jump, you’ll be doing that a lot here. Like any game, when you put together a series of combinations to travel with speed and fluidity across and around all the obstacles to complete the level, it is glorious when you succeed.
I literally punched the air and let out a holler when I completed things. So, if you ever liked a platformer then you should check out Sunblaze and you too can sing ‘I’m Back’.
Mood is required for this one – Lights out… Headphones on… It’s time for some horror.
Reficul 666 is a survival horror game from MAG Studios, who seem to specialise in this genre. Taken as an FPS, there is something sweeping the globe as night falls and it is knocking out all communications. You are going to be on your own, in your little part of town, attempting to meet your friends and trying to survive the nights’ terrors.
Snug in the safety of your house is where you begin your journey to survive, but it just so happens that a portal that leads to the demon lair is in your town, wouldn’t you know it.
“Alexa, How Does My Day Look?”
Pals have left notes to meet you and a local priest has apparently been preparing, so you had best get ready…these things always come down to you to solve. You are armed with a torch, pistol and lighter and you are sent on something of a linear adventure to navigate.
Live observations at the movies reveal that you should not show the monster too soon. Part of the terror is the build up. The horror movie The Descent did this very well. Sometimes the reveal is a disappointment, sometimes not. It’s a fine line in horror between getting it right and making it naff; Reficul 666 does it right. By placing the character in constant darkness save for the direction of the torchlight or the dim holy glow of the bible most of the surroundings are hidden and you can never be sure of what or where something is unless you are looking at it and when you do catch sight of a demon or a shadow it works.
Was it different when the boss demon appears at the end? No, you can’t see him clearly unless you direct your torch right at him. And what a great job the dev has done on him, he looks like a terrifying version of Dave Grohl’s devil.
Reficul 666 does a great job of making your skin freeze. They have incorporated a whispering of demons that increases in volume when you are near them; a nice warning mechanic, but also one that builds tension very well. When the whispering about dragging you into the darkness begins, it drives your anxiety levels up and the heart rate rises, then racing up to you are some shadowy demons and terror overtakes you entirely for a moment.
Peek through your fingers, I am not exaggerating. It is not a jump scare, it’s just an excellent user of tension and delivery. No matter how long I played the game and even when I carried a Holy Bible that would shock the approaching demons out of the way, it still made the hairs stand up momentarily, each time one glided towards me round a corner.
Maps are good and it has a relatively tight open world environment, unfortunately this is where most of the positives end for Reficul 666. It’s all a little dated graphically, there is little to no interaction with the environment beyond opening doors. The game has almost no colliders at all. Kick a box to reveal a key, knock a chair or a glass of alcohol over, make it smash, start a fire; these are things that make a gameworld feel alive and also provide other opportunities for gameplay.
Step into these rooms and sadly there is none of this here, plenty of areas are just rooms with boxes or a bed in and serve no purpose. There’s too much of this and you quickly learn that investigating this world serves little purpose despite it being possible to enter many of these houses.
Into The Catacombs, I Presume?
Repaid by understanding this you are left with a linear adventure where you follow notes from one empty house to another until you eventually transport to the catacombs of the demon. It is a little uninspiring, but the catacombs level is planned better and has a decent feel to it, despite still suffering from looking good but having too little interaction.
Raw music sound is virtually non-existent, it’s just the murmurings of the satanic shadows that stalk you. Most of the time the only other thing I could hear were my clogs snapping heavily on the metal road. At least that’s what they sounded like I was wearing. Perhaps the whispers are all you need in a horror game, but I think people underestimate the subconscious addition sound done well can give a game and there are probably opportunities here.
Reficul 666 is listed as being in early access and indeed many of these issues could be developed and improved if early access goes well. The issue here is that Reficul 666 is a repackaging of an earlier effort called Reficul VR which was effectively the same game published back in 2018. There have been some improvements since then, but they are minor and cosmetic.
Peek at the core design and mechanics of the gamed and they are pretty much the same and it lacks depth. It needs a clear outline of what it hopes to become and a developer log that tracks progress to have confidence to part with what is a relatively high price for the current available material.
It’s Not All Bad
Now, there are actually lots of places Reficul could go from here to become a good game. You could have safe houses that you need to secure, perhaps some base building elements, meeting some of your other friends could be good, especially if their character is developed and they then get killed. All sorts of things here have potential, but one thing is certain it needs more of something.
Reficul 666 does have one hell of an atmosphere, but it needs to develop and finish well. Available on Steam in Early Access, you’ll get about an hour or two out of Reficul 666, but it is a long way from justifying the price point in current form.
Of course in another form Reficul666 read backwards spells something else – Lucifer. Like the first word in every paragraph you just read.
Did your ordinary German soldier in 1943 who was fresh out of school at 18 know he was one of the bad guys in WW2? I’m a bit confused about The Happy Little Virus. Normally in games you play the hero, sometimes the bad guy, but when you do it’s clear. I think I’m the bad guy in this…
The game is played in imagined circuit boards, in a kind of Tron way, where you are in the grid, on the motherboard of a computer or in the servers. You play a virus…so a bad guy (right?) and there are companies to choose from to ‘attack’ on the menu screen.
One is for Guide Dogs and the other is a Cancer support charity… we’re hacking and stealing from these people? We’re definitely the bad guys! Right? Perhaps we are fighting corruption or abuse? No, there are suggestions that rich people want guide dogs because they are trained to poo on command. You are sent to hack and steal from various addiction, wildlife and support charities. We’re definitely the bad guys.
Happy Little Dalek-like Creature
In The Happy Little Virus you control a small Dalek like creature in a 2.5D shooter and you have to run through circuit boards, which are effectively corridors. You gradually collect weapon power-ups through the course of the game and your progress saves after each level.
The early levels are just corridor shooters and lack a zing about them to draw you in, but if you persist the game does develop a bit. You are presented with wider levels, giving you choice about how to tackle opponents. Enemies (the good guys) are similar Dalek shaped creatures but represent anti-virus software and sometimes can reproduce in hubs on some levels.
You (as the virus) can take over these hubs and replicate yourself a few times. This gives you a form of extra life in some of the more challenging levels. Levels also develop a variety of additional features. You can regain health from circuit board resistors and there are firewalls, which act as little laser gates that can be activated on and off sometimes. If you are smart you can use these to your advantage making some of the faster anti-virus Daleks career into them as you sidestep like a matador.
Sound & Visuals
The music and sound effects are not up to much, it’s there, but pretty rote and unobtrusive. The colours however are vibrant and look good, with bright greens making borders and circuit connections and some levels using luminescent lighting to provide a different type of challenge than just more enemies. The gameplay curves nicely in difficulty although the final level is something of a chaotic overwhelming challenge.
There are a variety of different weapons on offer through the game and they are quite inventive, you don’t just shoot things, although of course in a robot shooter, you do have a laser. You can blow a blast on a diffuser that shatters opponents – only at point blank range mind you, you can blow bubbles that capture enemies and bounce them off into space and off the board and you can gather up the shattered bodies of your enemies into a debris whirlwind and fire them at your enemies.
The more enemies you face, the more cluttered your narrow play area and corridors become with these shattered bits of anti-virus robot. This can be a help to you as it slows down the advance of your enemies allowing you to retreat a little and gather yourself; but it can also hinder you by rendering your long range laser redundant with too much debris in the way to hit the intended ‘good guy’.
The weapons then work best at a variety of distances and best against certain types of enemy. This all means you need to become pretty good at switching between weapon types and picking attack and retreat as weapons cool down. all-in-all it’s a pretty good fire system and definitely the strength of The Happy Little Virus.
If the combat is well constructed the level design and gameflow is less impressive. Although the difficulty is well planned and scaled, the essence of the game does not change very much and this makes play somewhat repetitive and slightly irritating. On top of this the constant messaging is just odd and awkward.
There are about 25 levels in all and they are grouped into rough themes, culminating in destroying and stealing from organised religion. It doesn’t feel like there is a narrative, rather that you are being subjected to the developers prejudices. If you can ignore this, it will take you about five hours to complete Dalek Training school.
The Happy Little Virus is a reasonable FPS puzzle game and is available on Steam. It has some good design in weapons and a reasonably well planned difficulty curve, but the messaging falls flat and the game is a bit repetitive and lacking fun after a short while; kind of in the way that Candy Crush is a challenge but isn’t actually fun.
The Happy Little Virus provides the sort of frustrating challenge that trying to bounce a tennis ball on the edge of the racket does, you want to go again because you know you can do better, but you also know the experience and result isn’t going to be much different and when you finish you probably won’t ever do it again, unless you’re a bad guy and then nothing you do makes sense.
If there’s anything of a new hotness in the gaming world, it’s definitely roguelikes. Crawling out from under the towering presence of open world survival titans like Minecraft, RUST, and ARK as well as the battle royale scene with Fortnite and Apex Legends, Roguelikes have been slowly rising to the top over the past few years.
Passtech Games’ first debut into the genre comes out of the gates fast and hard, and became a smashing success out of Early Access. Curse of the Dead Gods features creative and exciting mechanics that make it stand out among the crowd, as well as a striking art style reminiscent of Mike Mignola (of Hellboy fame).
Curse of the Dead Gods starts you off with a simple premise: You’re an adventurer trapped in the ruins of a Chatac temple, heavily inspired by Mayan and Aztec culture. You get a machete and a pistol and you’re off to find the way out.
Or are you?
Cursed To A Miserable Fate
Well, it turns out you’re cursed to roam this labyrinth of never-ending traps and enemies forever. As you go deeper, you become more corrupted and the game steps up the difficulty. Eventually, you may find yourself face to face with a champion of the Dead Gods. If you survive….well, you’re back at the start of the temple.
“Why are you cursed?” you ask, sitting on the edge of your seat.
Well….I dunno? The game unfortunately lacks a strong story behind the amazing gameplay. There are some tidbits of lore tucked away behind unlocks by defeating enemies, but there are no cutscenes or dialogue about who you are and where you are. It all requires a bit of digging, which to me felt like a letdown.
Now, that’s not to say that all roguelikes need stories with them. A good setting is all you need to play Risk of Rain 2, or a creative deckbuilding component to get lost in Slay the Spire. But for a game with such striking visuals and a rich setting with plenty to draw from, the game falls a little flat for me.
The combat is where Curse of the Dead Gods really shines.
Curse Of The Dead Gods vs Hades
Those who craved more difficult combat from Hades or more thoughtful dodges like in Dead Cells will be right at home here. You start with five points of stamina, which is used by dodging, combo finishers, and some two handed weapons. You can regain stamina by waiting, but that makes you a sitting duck. Instead, you need to weave your attacks with your dodges, and stay safe. If you manage to perform a good parry, you’ll even regain some stamina to keep the flow of combat (as well as feel really rewarded when you land a sorely-needed parry).
On top of that, the game offers a ton of weapons and weapon combinations, with 11 total weapon types to choose from, and each type offering 8 unique weapons within them. That’s a LOT of variety, more than you usually get from your average roguelike.
Now that you’ve got the rhythm down, you’re able to fly through some of these levels, and I mean fly. Maybe I’m just too into roguelikes, but I found most levels being really short, and combat not being enough. Maybe there wasn’t enough enemies that spawned, or maybe they were just not that difficult in the first place, but I often breezed through most of the first 5-7 rooms. Maybe I’m just too used to the infinite spawning hell of Risk of Rain 2 or the constant fear as I turn up the heat in Hades, but I breezed through more rooms than I’d like to.
Unique Light System
One of the unique mechanics added to the game is the light system. Simply put, you got a torch and you gotta use it! Having your torch out lets you see traps ahead of you, spot enemies and loot, and overall make your life easier. The downside is that your torch takes up your main weapon, so you have to offset higher damage for vision. On top of that, if you get hit by an enemy or a trap while it’s dark, you’ll take more damage.
There are some sconces and whatnot that you can light in some chambers so you can see better, but in my experience they always seem to be extinguished by an enemy as soon as I light it. Instead, I opt to just light one of the baddies on fire (a totally valid strategy) and use them as a natural source of light.
You’ve cleared this floor and you’re ready for the next one. You approach the door, pick your path, and BOOM! You gain some corruption. What’s that? Well, if you fill up the little purple bar in the bottom right, you get a curse. Curses can be wildly different, I’ve had some easy ones that make almost no impact in my run, versus some that made me regret every choice I made so far. It helps keep the game fresh without going overboard. You can also get corruption at any shop you visit, since the game allows you to purchase new relics and weapons with either gold or blood.
Curse Of The Dark Visuals
Now that we’ve talked about most of the core mechanics, let’s talk about the visuals.
Curse of the Dead Gods is a beautiful game, hidden under a very dark world. The art style is grim and beautiful, very reminiscent of Hellboy and The Walking Dead (not the show, the graphic novel).
The floors you run through as you traverse one of the three temples offered (with a fourth coming later this year) are unique and each one stands out from the others. The enemies are unique and interesting, as well as the bosses that await you at the end. Some sections of the game I have felt were too dark, even with my trusty torch in hand.
The few cutscenes the game offers are very well done, with the intro cinematic simple yet powerful. Even the brief scene when you receive a new curse is beautifully animated and iconic. I do wish there were more, to better explain the world or the dead gods we’re fighting against, but maybe that will come in a future update.
Scratch Your Roguelike Itch
At the end of the day, I’m a sucker for roguelikes. Curse of the Dead Gods scratches all of my itches, with unique mechanics presented in an interesting world. However, I do have a couple (minor) issues with the game.
As I stated, the gameplay has a steep learning curve, but plateaus fairly quickly for me. Maybe I didn’t play enough, but by the third temple I was breezing through most floors with little to no issues.
I have no issue picking up a new game, flying through the tutorial and learning the game. But there are just so many mechanics I have to keep in mind while playing the game, that it slowly becomes decision paralysis.
Do I run and dodge to find a place to light this room and fight? Or do I risk it and hope I don’t get hit more than a few times?
Is this weapon really worth that much corruption? Would I be better off with what I have right now?
Do I dodge? Do I parry? Do I need a new weapon for this next floor? Do I want to get a relic? WhichstatdoIincreasenext? WhichcurrencydoIneedtounlockthenextweaponorbuff?
There are a lot of things to ponder about in this game, which I worry will be a turnoff for those who aren’t prepared for it. Especially those coming off the heels of Hades, another similar title with far less decisions to make that actually impact the game.
Curse Of The Dead Gods Review Summary
Would I recommend it? Absolutely, but with a caveat.
For those who are not as invested in roguelikes as I am, I would watch our gameplay footage first to see if it’s something you’re willing to play.
If you like roguelikes, or want a unique and moody atmosphere for a game, by all means pick up Curse of the Dead Gods today.
Yay…another Roguelite. If your game isn’t procedurally generated, then you’re not with the programme.
It’s a tough deal these days, after Hades; the bar has been set high. So along comes Skul: The Hero Slayer, joining the group like a new pop-up artisan burger joint, offering Japanese corn-fed beef patties on a piece of slate, in a brioche bun and serving Argentine beer whilst they play full Bob Dylan albums… on vinyl.
Just like a few years ago when burgers became artisan…roguelites are everywhere at the minute and there is no sign of let-up. Don’t worry, I’m here to help you know which waygu and which way not to go.
One Large Retro Pixel Art 2D Roguelite, Please
Skul is a pixel art 2D platform roguelite. The graphics and the way the text scrolls one generated letter at a time is very much like an old Nintendo Entertainment System or SEGA game.
The whole look of the game is retro styled and has an early Zelda feel to it. The usual roguelite elements are here. You die lots and keep nothing with you except for small incremental trait improvements which are split into three options, magical attack, melee attack and critical damage chance.
Gradually a combination of mastering the attack styles of enemies and the compound difference of incremental trait advances starts to pay off; you can go further, do more and so the game scales.
The premise is that the heroes of the world have united to finally conquer the demon kingdom and have imprisoned the Demon King, defeating and capturing monsters and wraiths of the underworld in the process. All except you that is… You are Skul, the tiny little skeleton sent on a final desperate mission to expel the Heroes and rescue the Demon King. You do so by journeying through RNG rooms that you have some control over.
Before entering the next room, you are presented with a choice of two rooms from one that delivers a skull, one that delivers money or one that delivers a power-up item. You get this reward when you clear the room full of enemies, but the level of reward, common, rare, unique and legendary are randomised. There is also a blank room which is simply a random pick of any one of the above. This allows you to somewhat control what you get in reward at the end of each room on your run.
Throughout levels there are shop doors to pass through that offer the chance to spend money on a variety of RNG items in each of the categories and a free skull is often offered to you.
You also have the end of level doors marked in red where you fight mini-bosses in the shape of caped heroes or one of six end of section big bosses.
Back To The Grind?
So far everything is pretty standard stuff for a roguelite, it’s done very well, but nothing special. The trick (and difficult bit) of making a successful roguelite is to avoid the improvement seeming like too much of a grind. There is nothing worse than being thrown back to the beginning for the 80th time, hating the idea of having to do those rote early levels yet again. One of our developer podcast guests recently described a lightbulb moment for him.
It was understanding what the central appeal or mechanic of your game was and to not limit it, but give lots of it to the player. That, after all, is why they are playing it. So, a roguelite has to constantly offer you demonstrable character improvement to keep the player in that feeling of ‘this time know I can get further…one more go’.
How does Skul do at this? There are two things that let it down. Whilst the rooms are procedurally generated, the enemies within rooms are not RNG; they are the same ones in the same places, following the same movements each time and there is limited variety in rooms.
There could (and should) have been more on offer here to make replaying them seem like less of a pointless grind in getting to whichever level you are currently powered for. The other problem is that in the early stages of the game, progress is very slow and the difficulty is punishingly hard. You can easily die fifty or sixty times with little progress beyond the early sections and seemingly scant character trait improvement.
Rotate Your Skuls
These issues could cripple Skul, but they don’t, because what lifts Skul: The Hero Slayer out of what would have been a mediocre entry to the genre at best, is an amazing mechanic that is the core attraction of the game. The ability to swap your skull and pick up another with radically different merits and powers.
There are about thirty-five skulls you can be given but you can only use two at any one time so, there are choices to be made. Each skull will be focussed on either speed, physical attack, magic attack or a balanced one of all elements. Within that there are different tiered skulls that give your play a different level of deadliness in attack and variety.
There are common skulls: rare ones, unique ones and legendary ones. These can and do pair with increasingly power with items that you pick up that complement the characteristics of speed: power or balance more so than the other skulls. The right combinations can result in your character becoming a devastating whirlwind of retribution on the heroes invading your land.
Oh yes… and if the difficulty is too hard there is a rookie setting that halves incoming damage, which 20 % of players choose to switch on – ooufff clearly tough then.
At first it might feel that you are at the mercy of getting an early unique drop of a rare or legendary skull to have any hope of progress, but as your character increases trait power with each run the common skulls become very playable and both the common and rare skulls can be upgraded to become as powered as a legendary one.
This means that not only are there a vast range of playstyles open to you with these RNG skull drops, but as your character levels your ability to use almost any of them effectively also increases, making for an enormously different experience of play each time. Perfecting them and settling on a preferred playstyle is fun and you can very much single-mindedly focus on this from a restart, keep only physical skulls and always choose/buy the physical upgrades.
You can also crush all other found skulls into bones to use as a currency to upgrade your Skul. Make these decisions early on based on the first skull given and you can rapidly compete with a legendary skull, you need not wait on the RNG to gift you one. This is only really possible when you have enough compound trait progression though.
This bewildering choice of gameplay styles and power-up make the early rooms playable on a repeat basis because you are forced to learn several different playstyles, hitting from distance, melee, special moves that are directionally dependent and ones that aren’t, the list goes on, all dependent on the skulls dropped for you in the early rounds.
Games do not usually make you learn more than one or two play-styles, but here there are a vast array of combinations and these changes, if you upgrade; remember that you can only ever hold two skulls at a time. This semi-forced variety is a magical mechanic to the game that takes some learning, but is richly rewarding.
All of this combines to produce amazing combat that you can easily control and master to clear dozens of enemies from different directions with wonderfully satisfying and increasingly powerful attacks and combos. It is something that looks like chaotic luck, but isn’t.
Skul: The Hero Slayer Review Summary
You will probably get about 40 hours out of Skul: The Hero Slayer and it is worth every penny of a relatively cheap price point. This isn’t a perfect roguelite, but it is a good one with a marvellous core mechanic that defines the game and lifts it beyond the small problems it has. Being the bad guy has never been so much fun.