My first impressions. I love roguelike-inspired games such as Spelunky or Binding of Isaac but I'm not impressed with this one's gameplay so far. To its credit, its technical and artistic realization seems flawless. Haven't encountered a single bug yet, and the game's gorgeous.
But before I get to the pros and cons, information time for people who are new to the genre. This is not a true roguelike. Those are turn-based, have true permadeath (no permanent progression) and typically have unidentified items with sometimes dangerous properties. They do share procedural generation and random item and monster apparition with Full Mojo Rampage and other "roguelites".
Examples of true, very fun, free roguelikes:http://crawl.develz.orghttps://sites.google.com/site/broguegame/http://doom.chaosforge.org/
This said roguelikes have inspired a lot of real-time games, starting with Diablo. From now on we'll just call this game a roguelike because it's just more handy.
- The first level of the first mission, which you're gonna replay a lot of times, is boring with only two enemy types plus the occasional bigger version, healer or miniboss. You need to explore the whole thing to get all the chests and special locations, but it feels empty and uninteresting.
****HERE'S A NOTE TO ROGUELIKE DESIGNERS: PUT MOST OF THE VARIETY IN THE EARLIER LEVELS, WE'RE GONNA PLAY THEM THE MOST****
- Huge difficulty spike in the second level with the apparition of kamikazes and direct shooters, aggro a few too many monsters and you're completely overwhelmed. Then to have a chance to get used to it you must replay the first boring level.
- Grindy. Because of the permanent leveling and permanently upgradeable unlocks, the aforementioned second level is gonna get easier, but only after you restart the game several times. But then, the first level is gonna be even more boring because it presents even less of a challenge. Contrast that to Spelunky and Binding of Isaac where you can never let your guard down even in early levels.
****SECOND NOTE TO ROGUELIKE DESIGNERS: PERMANENT STATS PROGRESSION MAKES YOUR GAME GRINDY, STICK TO UNLOCKING NEW STUFF TO FIND WITHIN RUNS.****
- Your max range is not well-defined, at its edge it can look like projectiles hit enemies but they don't. Thankfully there's always a sound for successful hits.
- The items that change how you shoot are limited-use. That means you'll be shooting the same boring projectile most of the time. You can't even save them for when you really need them, as they instantly replace your default shot.
- You get lots of items but they don't have the same impact as in Binding of Isaac or Spelunky, most give you either 5 to 10% passive buffs or one-use effects.
- System for combining items sounds interesting at first, but it simply puts the characteristics of two items on one. So no Shin Megami Tensei demon combining here, it just means backtracking to free up an inventory slot: boring.
- Enemies spawn as you move, and if you're moving towards the bottom of the screen, that means super close to you. Good luck if those are kamikazes. At least there's a sound to warn you of it, but I think the game would've been better with a Torchlight/Diablo-like enemy placement.
+ Great music
+ Good controls, I like the mouse-driven shooting
+ Nice graphics and theme
+ Classes (gods) play very differently
+ Many items to find and unlock
+ From an initial look, good variety of environments and bosses
+ The effects of items can be creative and funny: giant chicken, disco ball and so on.
+ Daily generated dungeon which you can try and then compare your score to the community.
I'll revise my evaluation if I play it again and it feels more fun, but so far I don't feel like going back to it... bad sign.