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With so many decks of deck roguelike outside, I appreciate when one distinguishes himself immediately and there is a lot that stands out Shroom and darknessannounced today by Dolvver Digital.
It is in perspective in first person, for one, so you don’t see the typical vision of your hero on the left side of the screen and the bad aligned on the right. Keep your cards in front of you, when you look at your map you see that she is held in your hand, and among the meetings actually walk through tunnels and steps to get there where you are by pressing W. That alone is already a refreshing change.
There is much more, though. Shroom and Gloom is a “double deck manufacturer”, which means that you have a deck you use for combat but another completely separate deck that you use for exploration through the branched map. Excavate new additions to your deck by playing a shovel card, play a field card to rest and walk to the shops to buy new cards.
And, as I did in the demo, you can build a sanctuary of the toad and then lick it to remove a card from your memory (and deck). Also, if you get to a locked door but you don’t have a key … well, you can simply open it with your head. I’m not saying it doesn’t hurt: you will lose a couple of shots, but at least the door opens.
Where are the shraoms promised in the title? Here’s where your enemies enter: they are all strange monsters of lumosian mushrooms, gross but also cute. (The artistic style of Shroom and Gloom is a delight, as if the adventure time was designed by R. Crumb.) I started fighting them with some basic cards, such as a stabbing knife and a “roasted” paper for damage to fire. Fatally burning a mushroom would provide me with a “toasted” card, which I could eat to restore my health. Roasted mushrooms? Delicious and healthy.
While I continued through the basement, I met the most bad mushrooms but I built a stronger deck. A card allowed me to reconstitute my HP taking a bite of an enemy before they were still dead, another card would have increased the damage to every killing, and my favorite was a club that not only inflicted a lot of damage but would remain in hand after a fatality. I did a lot of those who have me on some minor mushrooms with that club, especially after using another card to increase their damage a few times.
Mushrooms have also done a lot of damage: the Lazerbeam developers team says “there are no block cards” in shroom and darkness. If some enemy attacks you, they will hit you and hurt you, in other words. In the demo that led to my health to precipitate a little in most fights, but there were several ways (how to suffocate on my spongy enemies) which meant that I could regain a ton of health during a fight.
I arrived at the boss in the demo, even if this being a Roguelike deck was naturally more stage and its final form (convening a pile of tentacles after taking several bites from me) in the end he swept me away. I was prepared for this eventuality: a card that I had collected previously allowed me to climb the grave and heal in half of my HP, but it was not yet enough to triumph.
It does not matter. I will come back soon because the demo of Shroom and Gloom is very funny and I am anxious to play it again. You can find The demo on steamAnd I can’t wait for anything else when Shroom and Gloom enters early access by the end of the year.
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