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Published on May 7, 2012
One might be skeptical to actually call this a roguelike, but I think the tactical depth is there. Truly the permadeath is going to be more pronounced when we try out the Tournament and Ladder game types. If anything, the issue is looking around for procedural content generation, of which I have yet to notice other than the picks for allies and enemies (and possibly their AI). Maybe that's enough?
Either way, this is pretty fun. It'll take me some time to figure out mechanics on the fly, but I'm getting there!