"It’s not the player who owns 171 characters that I’m afraid of. I’m afraid of a player who plays a male swordsman with a one-handed sword through a normal sword attack in front of him" [c] Unknown boss villain in the demonic dojo.
Variety is the key to curiosity.
I want to touch all the characters, different parts of the body, with different special effects and builds. I want to squeeze all the techniques, rustle with all the animations, smell all sorts of pumping characteristics.
Variety is the driving force behind bagels. The more variability, the more replayability, as Casanova liked to say.
And the cartridge developers on Dendi, selling us 999 PLATFORMER games.
But great variety gives rise to great ugliness – and the only question is whether the player will be able to understand the limitlessness.
Japan, some kind of pixel age, pixel fields, houses and men endlessly fight among themselves with huge armies in different colors – nothing unusual for historical facts.
But, as usual, in the forbidden temple on the top of the mountain, the most honest and just hero-samurai appears, who is certainly right in everything and therefore goes alone against thousands, monsters and dragons [it’s impossible without dragons, they are too big, one or two will in any case get caught on the road with their carcasses].
But there is not just one hero – there are hundreds of them.
A whole stone army of jacks of all trades, swords, axes, guns, FANS [Sun Tzu is my strategy guide], though at first standing silently in the halls.
You see, the masters have scattered around the area, and until you find them and defeat them personally, they will never believe that a statue with their identikit stands in a beautiful place and a beautiful photoshop.
Thus, we choose a starting girl desperate housewife with a katana and go make men fight, and not “live peacefully for ourselves in marvelous voxel fields” [the very thing that is male fantasy, and it’s disgusting].
On the way there are hundreds of warrior dummies that fly apart with one blow, their bosses are mini-bosses, the masters themselves, randomly encountered at levels absolutely randomly, and bosses that are even cooler, and even cooler, and in general..
The local world is very peculiar.
It has its own system of day, night and some kind of bugle that sometimes sounds for some reason, and there are elevation changes, and chests, and puzzle tests for the most developed among the weakly gifted primate children with intelligence deficiency syndrome for the New Year [move a square cube into a square hole, I’m not kidding, the developers perfectly understand the level of the audience of modern players], and what not on randomly generated battlefields.
Ordinary warriors fly off with one blow, as in the Diabloids, but the rest will have to be tinkered with – especially with masters and generals who fry with special techniques, magic and meanness.
This is where the main feature of https://jojovacasino.co.uk/ the game comes to the rescue – the ability to create YOUR OWN TECHNIQUES, DOWN TO EVERY MOVEMENT.
An unprepossessing pixel-voxel game for primitives suddenly takes and does almost all the roguelikes I’ve seen before – different map builds? Different guns? Random characteristics?
FULLY CUSTOMIZABLE TECHNIQUES, what do you think, nonentities of gaming thought??
Naturally, everything is limited and balanced, but no one bothers you to create both absolutely useless and receiving attacks – believe me, some enemy fighters deserve just such, there are soulslike things going on here at times.
The system is simple – there are emblems of strikes, from which the techniques are formed, “strike from above”, “strike from below”, “cutting blow” and so on – these emblems include, in principle, all possible movements in the game, both a dash and a jump, as well as all buffs and magic.
Then it all depends on the player’s ingenuity and understanding of local conditions.
The emblems can stack – so if you want to create a simple heavy slash that additionally causes a force wave behind the target, you take three slash emblems and three [as many as you want, as many as fit according to your character level] force wave emblems, throwing them in one go.
Do you want to add some magic to it?? Hit an ice token and enemies will freeze in a cone in front of you.
The number of tokens of the same type is responsible for the strength of this parameter in a technique and for the stamina consumption for it – techniques are built in chains – this way you can create a series of quick blows, or one but powerful one, or combine them with each other as you please.
The idea is simple – no restrictions, except for the flight of your thoughts over the top of Fuji under fire from the unsuccessful ideas of “triple jerk with full endurance” from the ground.
Looks complicated, easy to combine, fun to press. No over-the-top symbol systems and ephemeral parameters, as the line is called, that’s how it works.
Moves are not only created by the player in detail, they can also be combined into separate special moves – with specific combinations of emblems-tokens.
Often, in order to create a cool homing attack with magic projectiles, you need to choose the right number of tokens of the required parameters – ideally, this is one of the strikes and the effect tokens applied to it, such as “slashing token – projectile token – homing token – dark energy token”, and voila, the dark bolt itself looks for the desired target, sneakily flying around the corners.
Other techniques are born from even simple attacks combined in the right sequence, for example, my favorite – when the character literally starts spinning like a top, stepping back, and then makes a powerful lunge forward.
Welcome to the game where, in addition to techniques, there are a BILLION WEAPONS.
Okay, okay, samurai Borderlands would be too much [no].
There are swords. There are healthy two-handed katana swords. There are just healthy two-handed swords. There are ninja blades, those short rectangular ones. There are two swords in each hand. There are TWO TWO-HANDED SWORDS in each hand.
There is a spear. There is a double-edged spear [tip on both sides]. There is a halberd. There are TWO TWO-HANDED HALBERS..
It would seem that you understand the principle.
And so you walk between the rows of statues and see a pistol. There is one pistol. There are two pistols. THERE ARE TWO GUNS IN YOUR HANDS..
I try not to think about how this masta looks in battle, and how many samurai spat in his face for such an approach to fair combat.
With all this, during the passage the armor can be changed from the starting ones to the found ones, piece by piece, from boots to helmet.
And you can change weapons along the way.
And techniques can be changed at any time, during pause.
Moreover, each character also has a special feature – such as an invisible-blink-a-dash through space, as befits a real ninja.
And others with their FIRE MOTHER FANS generally do nothing but WAVE THEIR DAMAGE AROUND THE AREA.
What seems immeasurable before the first masta-enemy-shooter.
I put red on yellow and yellow on red, and the game gave up on me as an intelligent being.
The simplest and small-looking game plunges you into some kind of cosmic infinity of chaos – the number of builds is, in principle, impossible to count.
After all, these are not builds, these are literally compositions of blows from the player woven from notes.
And music, as we know, is endless.
Samurai Bringer is one of the most varied, if not the most varied roguelike in my memory, and the simplest gameplay allows you to get stuck and experiment until your right hand gets tired of playing with a katana, as experienced samurai say.
Everyone – the crowds of enemies crumble into trash from your brilliant blows, and if instead of riches and treasures, two ubersamurai jump out of the casket with techniques in the spirit of “you’re already a corpse, but you haven’t realized it yet” – this is feudal pixel Japan, dude, here the samurai are the treasure.