is like Diablo
stripped to its core, with some The Binding of Isaac
-like rogue elements added as spices. It's a top-down action hack 'n slash with 16-bit graphics, to be played as one of seven distinct characters, each with their own abilities and skills. During one's walk around the arena, there's gold and (some) loot to be picked up, there are (many) monsters to be slain, and every six levels, a boss (some amazingly easy, some excruciatingly difficult) awaits you. Levels and enemies are random-generated from a relatively large numer of possibilities, which guarentees a lot of differentiation. There are - very Diablo-like.. - several chapters, each chapter having 30 (!!) levels. So far, so good: the idea is sound, the graphics are fun, and the gameplay - if using an Xbox 360-like controller - has something very addictive to it.
But Hero Siege
also has its share of problems. The "rpg-light"-like leveling system, with stats- and skill-points to be distributed as one levels up, is all too unbalanced. Stats go only up by fractions of percentages, making it fairly useless to upgrade them, except maybe from level 50 or so. Action skills are sometimes VERY powerful after a time, which will be necessary - but some are really over-the-top. Opposed to this, the amount of damage one can get while playing, is completely unpredictable. This is by itself a good thing, but some bullet-firing skulls deal such an amount of damage, that during the first six levels at least, you can die in an instant without even knowing what hit you. The graphics tend to hide these skulls sometimes, and that makes it really frustrating. Though I have to admit, once at a certain level (certainly from 31 upwards), these devils can be survived better. Power-ups, dropped by the bosses, are really essential to survive for a longer time - but since they drop randomly as well, some games are fun because of the great assets they give, others are really disappointing since you didn't get anything worthwhile for a long time.
The good thing is that the developers are still finetuning things, and taking comments from the community into consideration, as far as I can see. That's why I give this game a thumbs-up, even if I've cried out sometimes in frustration when my poor newly-made marksman got out of the blue hit once more by a deadly bullet. What should really be implemented is a better save system: relics (power-ups) tend to get lost once I quit the game, and saving is actually only possible every act (30 levels).
This game has potential, is strangely addictive (although the 152 (!!!) Steam achievements seem like impossible to get), but still has serious flaws. Luckily, the developers are still finetuning and working on it.