![]() ![]() Thankfully you can get upgrades for your weapons during a run, but even these help so little for some weapons, while greatly beefing up others. You see, while most roguelikes try to use some sense of progression, whether it’s only through retaining money, some items, or even a catalog/bestiary of what you accomplished on prior runs, Lone Ruin doesn’t do any of that: it’s a score-focused game, which should be right up my alley, but this also means outside of choosing a different weapon and upgrades during a run, there’s really no urge to have that “one more try” moment in the game, especially when you realize these weapons are all over the place! Some weapons felt slow and hardly impactful, lacking any sort of meaningful “oomph”, while the boomerang ended up being a delight at first, completely shredding through enemies like tissue paper, until the boss came along and slowly took damage for it, leading to the fight being long, drawn out, and spongey to the point I died of sheer boredom, and for an arcade style/roguelike game, that is a bad sign. Of course, I made some foolish mistakes, and met an end on the second set of stages, so I went back to try again, and this is where the game fell off for me. Defeating lots of enemies and picking up their coins was immensely satisfying at first, and eventually I managed to reach the first boss and completely wreck it with my thunderbolt, all on the hard difficulty. Now and then, I’d get a subweapon like an ice wall or black hole to use, along with being given the choice of an upgrade, which usually led to me sticking with buffing the weapon I started with over picking the other augments available. Movement wise, this all feels pretty decent, and I adjusted to being able to dodge enemies and counter them with ease. Each room consists of waves of enemies, and you attack them by using both sticks to aim and move, with one trigger being used for attacks and the other being used for your dash. As you progress through the rooms, you’ll have the option of choosing between upgrades and items along the way, as well as using coins picked up from defeated foes to buy health refills or more upgrades at the occasional shop. You start off with a basic weapon that can be gradually upgraded over the course of the adventure, and have a dash technique to avoid enemy fire. The main goal of Lone Ruin is to venture into the titular ruin and use twin-stick controls to battle your way through hordes of enemies. It exists, and it compliments dueling hordes of enemies well, but nothing I heard in the game really stuck out in a way that made me remember it later or anything. ![]() The music on the other hand, is pretty average and feels more like dubstep-ish background noise. Something about this presentation just feels right, not clashing against the sprites and having the right amount of detail to fit the gloomy environments, and all the icons and UI elements for your weapons and items look pretty neat as well, just overall being a pleasant looking game. Straight from the onset, Lone Ruin looks stunning, thanks to outstanding environments and shading that compliment the pixel sprites in a way better left shown than explained. ![]() You enter a ruin and take out enemies and bosses while trying to get deeper and deeper, and that’s about it. In this roguelike twin-stick action game… There is no notable plot! At least, none apparent in the game itself. Thanks to Super Rare Originals for the review code Title: Lone Ruin ![]()
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