![]() ![]() That said though, it’s a very okay game with a lot of potential so maybe in the future with a few balance patches, it could stand on its own two feet for Hades fans waiting for the second game. There could definitely be some balancing with the weapons, and bosses, as the bosses can feel like way more of a challenge than any of the enemies depending on your setup. Lone Ruin is the type of isometric dungeon crawler I have been looking for, and if I ignore the flaws and choose to make the game harder for myself by not picking what is so clearly overpowered, it’s quite fun. I have no issue with games not spoon feeding you lore, I am a Dark Souls fan after all, but at least use the music to help build the sort of atmosphere and tension I should be feeling in a battle for my life in the dark. Essentially, you boot up the game and just go, no world building with dialogue either voice acted or to be read at all. Factor in an extremely short running time and you’re better served with one of the many other twin-stick roguelikes on the market. It looks good and offers some unexceptional action but nearly everything here feels copped from superior works. Player can configure one of the joysticks to shoot. Not sure if more enemy types show up sooner, or the player has access to more options for attacks. With how dark and dingy the ruins are, the music should match that cold, eerie feeling, but instead there isn’t much atmosphere to be built at all. Lone Ruin is the equivalent of one of those mediocre made-for-Netflix films. Reading some feedback Easy to Hard essentially has more shots on screen and more health to the enemies. Room to room, Lone Ruin doesn’t add much atmosphere with the music. Lone Ruin is available on Steam for $13.05.Beat a boss, descend further, it all looks the same. Lone Ruin will likely appeal to newcomers to the genre as a welcoming first outing, but for genre veterans, this is one ruin that you will be better off not exploring. Its approach borders on simplicity without the hooks to draw players in, although it is a solid effort in what could be the first step for a more intriguing roguelike down the line. In a sense, Lone Ruin does not benefit from being a roguelike at all, instead delivering an adventure that seems more suited for a singular run with diversions thrown in here and there like the wave-based survival mode. Unfortunately, the inconsistency remains, with bosses sometimes being worthwhile adversaries while being minor bothers on other occasions. There are also certain rooms that amp things up in exchange for a better reward, which helps to spice things up just enough for every run. The last thing players want is to be bored, and when the world is not making it enticing enough to keep exploring, that’s a huge bummer.Īt least the combat itself is still serviceable, with plenty of enemy encounters bringing a level of challenge that will please those looking for a good fight. Despite the visuals being quite eye-catching, the colours and designs are not helped by the lack of variety in the world, with ruins hardly ever looking different when you have dived into multiple runs.Īll of the issues contribute to a roguelike experience in Lone Ruin that seems to just exist without necessarily doing anything that is outstanding or making it worth your while. This also applies to the game world, where the ruins end up largely looking the same. If a roguelike is constantly playing out the same way with the same options, then it is not exactly fulfilling its potential at all. Although they are all beneficial in one way or another, there seems to be little need for experimentation once an effective combo is found, leading to all the other potential upgrades falling by the wayside. That same malaise affects the upgrades in Lone Ruin too. Those may sound like bruise colors, but in general, I found they worked really well, and helped to differentiate the game from others in the genre. It has a sort of neon Gothic vibe going on, with lots of dark blues, purples, and reds. Beyond the available spells at the start of the run, there simply are not enough new spells to bring the excitement, and even when you are blessed with another option, the utility and drawbacks never truly make them worth it. Visually, Lone Ruin is a really attractive experience. It feels just as polished and fun as something like Dead Cells, just with much less. ![]() This extends to broadly almost everything that lies ahead, from character development to world design.Īs a mage, having spells of varying nature and effectiveness is always going to make or break the journey, and Lone Ruin just does not provide enough freshness in that regard. Overall, Lone Ruin has the makings of the next great indie roguelike hit. Yet, for a game that is meant to be experienced over and over again, Lone Ruin lacks a certain degree of variety that can help prolong the enjoyment. ![]()
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