And I definitely appreciated that extra bit of control over each run's progression. Knowing which floors are more valuable in which situations, thus, becomes a huge help. That said, every elevator does give you a choice of which type of level to visit next, with the exception of the ones that lead to area bosses, which can have a major impact on how well kitted-out you'll be for the tougher challenges. So it's not really a way of building momentum, but rather another way to make everything more challenging. You can eventually unlock elevators that let you skip a lot of normal stages and go directly to some of the big bosses, but this ends up hurting more than it helps as you miss out on all the currency and upgrades you would have earned on those floors. It took me over 100 runs to even see the final boss, and I was feeling worn down well before that. And without much of that persistent progression to look forward to, I found my enthusiasm to keep going in Have A Nice Death was often on a downward trajectory. It takes the sting out of those lose-lose days when it seems like the first boss is just kicking my ass every time I see him. But at least in something like Hades or even Elden Ring, I feel like my many defeats are all building to something and I'll eventually overcome the challenges before me by getting stronger little by little, alongside my skills improving. I like to be challenged, and I'll always be a prisoner to my ambition. I don't mind really punishing games, usually. That just feels like a joke! It took me over 100 runs to even see the final boss, and I was feeling worn down well before that. One of the level up perks gives you a whole one percent increased chance to find rare weapons. Have A Nice Death focuses heavily on that last category, and there is very little meaningful power to earn in the other two. Finally, you have unlocks that merely add more abilities or passives into the pool of available drops. Second would be things like rerolls that don't necessarily make you stronger directly, but increase your chances of having a good run with good items. First, you have straight-up permanent increases to your stats. Let me put it like this: You can kind of break up the types of persistent upgrades you get in a roguelike into three categories. Almost everything you earn goes away as soon as you're slain. The main issue I ran into is that the long-term progression systems don't really give you a feeling of momentum that would have been quite welcome considering the steep difficulty curve. And you get to hear a catchy little jingle every time, too. Memorizing patterns is essential, as the margin for error is too small to really get by winging it, which can be aggravating when your run ends to a miniboss you haven't seen in a while due to the randomized floors.įor capital D-Death, lowercase-d death isn't that big of a deal, of course, as you'll simply get sent back down to your office to live again and hopefully take revenge on your disobedient underlings. These are some incredibly unforgiving fights, and given your very limited defensive options, they can be very frustrating. And its in the offices of those brutal Thanagers and Sorrows that the difficulty really kicks in. These are some incredibly unforgiving fights.Īlong the descent into darkness, you'll be collecting red, green, and blue Curse cards, which sounds bad, but these are actually the main passive bonuses you can stack during a run, like adding bleed to your weapons or getting health back when you defeat a boss. And the excellent soundtrack compliments all of the mayhem very well. The designs, both visually and in terms of how they attack, are consistently creative and charming. One moment I was swatting away slimy seagulls who died in an oil spill, and the next I was doing aerial combat with bubble-headed nerds who suffocated on chewing gum. Each chapter, based on a different method of death, from war to food poisoning, is distinct and full of new enemy types.
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