The game came out about a month ago on Early Access Steam (7/30) and I didn’t know how I wanted to approach the game at first. The game is fun, the music is addicting but I found myself turning away from playing it from time to time. For a rogue-like, it does its job of creating a high-replayability by having generated dungeons for all stages, daily challenges, and different playthrough experiences because of the randomized weapons, power-ups and enemies.

Good music, hard learning experience.
Good music, hard learning experience.

What I was shying away from was the other part of rogue-like games, the “keep you on your toes” part. The game’s mechanics are simple. You move to the beat. You attack to the beat. You create paths through walls to the beat. But this also means that you learn about your enemies to the beat. Once you get past the first few enemies learned through the tutorial, you quickly find enemies where you don’t know their attack patterns and movements. Normally, when you come across something that you’ve not experienced prior, you can take your time to figure out how to approach these kinds of enemies, but with the restrictions of actions per beat, timed length of the song/stages and other enemies trying to eat your face by throwing their heads in your direction, it makes it difficult to learn and understand an enemy. It makes it even more frustrating when you die to that enemy and you haven’t learned a gosh-dern thing about how or why you died.

Continue reading “Let’s Talk about: Crypt of the Necrodancer”