Julkaistu 10. heinäkuu.
tl;dr: It's Binding of Isaac as a girl. If you liked Binding of Isaac, you'll like this game.
It's obvious -- an overhead, oldschool Zelda-inspired, 4-directional dual-stick shooter in which you play as a hapless, ambiguously 'innocent' child in a dark, gothic setting, moving from floor to floor collecting powerups and fighting huge, challenging bosses in a rogulike gameplay shell. Yep, it's Binding of Isaac. But not exactly
First of all, the little aesthetic differences on the surface; to start off with, you play as a girl (though one could argue you can technically play as a "girl" in BoI, and this game's Cordy looks kinda like Eve, but that's besides the point). And instead of tears, you shoot fireballs. And instead of going down an increasingly surreal basement, you go up an increasingly surreal schoolhouse / orphanage. And instead of vicious, freakish abominations of nature, you fight vicious, freakish orphaned children (and eventually abominations of nature). Yeah, really similar stuff... though overall ODP has a slightly less cartoonish, more Tim Burton-esque gothic style to it, which depending on your tastes may look a lot better than BoI's, and it's at least marginally "classier", with a LOT less bodily fluids and toilet humor, though its share of less-than-prudish bits here and there; it's more on the "somewhat unsettling/disturbing, but kind of cool" level than the "gross-out until you get used to it and just laugh the rest of the way" level BoI sits on.
But what about the gameplay? Well, it is indeed EXTREMELY similar to Isaac, but with a few fundamental differences. The biggest ones are:
A) an experience/levelling system, which guarantees at least semi-regular increases in power comparable to a useful passive item upgrade, especially if you're one of those players like me who insists on clearing every single room in every floor. This kind of replaces BoI's item rooms on each floor, though this is somewhat of a blessing since level-up bonuses are nearly ALWAYS good if not great.
B) a persistant upgrade system to make yourself or the world around you more geared for your success as you build up tokens earned by completing floors and getting achievements, which you can spend on either 'lessons' (passive effects you earn through achievements as well) or your 'guidance counselor' (which is basically a way to bank extra currency for gradual bonuses, similar to the coin bank in BoI in a way)
C) the ability to DODGE ROLL. You have no idea how good this is and how it changes the experience compared to BoI! Not only is it just a universally useful thing to have but it allows you to, say, take a slow movement-speed build and not be forced to tank countless hits from enemies/projectiles that are literally unavoidable without speed past a certain threshold like in BoI.
There are other smaller differences, like the fact you get to manually choose your next floor out of 2-4 choices and see the variables they have (kind of like curses in BoI but often with both positive and negative, or even outright positive, effects)... or the fact that instead of bombs which I say are of dubious quality anyway in BoI, you get chalk which is basically a very rare but very powerful utility that can be used both offensively and defensely. Also, as opposed to your regular bombable secret rooms, in this game they're rather obvious and easy to find and only occur once every few floors on average, anyway.
Aside from those points, it's more or less an identical game. But that's not a bad thing. Like so many great games of PC gaming past copied the original Rogue and created the genre we now know as roguelike, ODP copies Binding of Isaac which is this generation's most well-known and quite possibly well-made roguelike. And it is a great game. There's really no reason I can think of NOT to buy it if you like Isaac at all, or just action rpg/overhead shooter/roguelikes in a general sense. The graphics are unique and lovely, the music is atmospheric, the gameplay is tight and spot-on, and it never seems unfair, far less than Isaac.
I suppose if I had one criticism, it'd be that it's more 'subdued' than BoI... besides in an aethetic sense as mentioned earlier, there are definitely far less ways to make your character / shots nearly as 'wild' or unique as you can in Isaac, and it's basically a matter of doing what you can to make them stronger, faster, have longer range, and add as many supplementary alternate 'bullets' as you can through various means. But since the game's designed and balanced around this less over-the-top style it's really not that big of a deal.