When you inevitably fall in battle you’ll be sent back to The Garden and the people and anthropomorphic animals that inhabit it. It’s hard to put into words quite how exceptional every single one of these bosses is, which is fortunate because you’ll be fighting a lot of them. You’ll need to learn what each Zodiac does to survive an encounter with them, because otherwise you’ll never make it past their screen filling attacks even with a well timed dodge or two. These hugely powerful bosses might look like ordinary humans but their attacks are intense. And this is only scratching the surface.Īfter battling your way through about a dozen rooms of each themed world, you’ll come face to face with a Zodiac. Each spell can also be levelled up individually with feathers to boost its damage. There are also gambits which apply cool little buffs to your spells, like a freezing effect or a chance to summon a cloud that electrocutes nearby foes. For example you’ll be given the stars that correspond to the difficulty of the rooms when you choose them, and these stars can be spent on permanent stat boosting drinks at a bar. It’s a lot more complex than I’m letting on though, with some seriously deep systems to dive into. It takes some getting used to, but understanding how to best build up your character for the perfect run is all part of the fun. You might have to choose between a battle room (which features multiple waves of enemies to defeat) which will give you a bunch of keys, or an exploration room (a winding series of corridors and pathways with secrets and bad guys galore) with a new spell on offer. Each room has a star rating and a reward you’ll get for making it through, and there’s no chance you’ll beat the Zodiacs unless you plan accordingly. Want to fire off a powerful screen clearing blast? Well you’ve better make sure you have enough mana to shoot out some homing attacks and activate your damage dealing drone first.Įach run of Astral Ascent is split up into rooms, and choosing which one you go in is a hugely important decision you’ll have to make. This means you’re always using something different, and that you’re only as strong as your weakest spell. You always have four spells equipped at once, and once you use one you cycle to the next. One of the most unique aspects of Astral Ascent is the spell system. Every point of health is precious, so even the most basic of enemies need to be handled with care. Each character has a basic attack, a dash (during which you’re immune from damage), and a whole host of spells you can unleash on enemies. This doesn’t involve getting some vague life advice from a trashy magazine, it actually means beating the heck out of a load of powerful bosses and somehow not dying.Īstral Ascent is an action platformer roguelike, so the combat is the star of the show. In an astral prison called The Garden, our (currently) three heroes are trapped unless they can overcome the twelve Zodiacs. Astral Ascent could well be that game, especially with the addition of the new Coral Archipelago update. Occasionally a roguelike comes along though that can’t be ignored, even by the naysayers. It makes sense of course, they’re extremely different games that require a huge investment of time, but I can’t get enough of them. More than any other genre, I hear people saying that they’re burnt out on roguelikes.
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