Game Page: Game On Steam
Should You Buy It: Wait for 50% discount
About The Game
In Riptale you take the role of the swordsman, a dragon hunter of sorts. You go through randomly generated levels and hack/slash through the enemies. Literally. There’s lots of blood and when you strike an enemy, you really go through him. Non-boss enemies die from one hit, but you must plan your attacks carefully, because it’s pretty easy for them to hit you too.
- Hitting enemies feels great. The blood, the slow-down of time at the moment of impact that allows you to start another combo.
- Challenging Difficulty: the game is really hard
- Good selection of music and sounds. The music can get repetitive after a while, but it never felt annoying. The hit sounds are very satisfying: it’s exactly as you would imagine when you think about something alive that got hit by a sword.
- Customizable attack combos: you don’t have a traditional attack cooldown. Instead, you have three attacks (gems). Each attack costs one gem, so you can do three rapid attacks at once. Gems replenish over time though, so you can’t combo immediately. The interesting thing is you encounter shops as you progress in the game, and those sell special gems that can alter your attack pattern and make you stronger. This is the main way to change your strategy and playstyle. For example, as you play, you discover that placing some gems in first position makes charging harder, so you put them in second attack position (i.e. your first attack remains normal, but second attack becomes homing, allowing to kill the enemy quickly if he dodged).
- Collisions could be better. Occasionally you go through flying enemies without damaging them.
- Gems are not recharged when you enter new room. If the game expects to have a fast gameplay, it’s a bit counter-intuitive to have player stand in one place and wait till the gems are refilled.
- Aiming controls felt subpar quite a while: the 45-degree directions are fine, but enemies that are located at a different angle from you are frustrating to hit.
- Slow-mo during falls could be useful. From time to time you get into situation when you jump down a platform and collide with a monster below (but there was no way to see it).
- The levels are randomly generated. Traversing some rooms is not very pleasant due to a huge number of obstacles or maybe randomly placed stuff. The level compositions seems to be a bit broken and the gameplay speed gets hindered because of that.
What game excels at is the feel when you kill something: once your character cuts an enemy, you know this was for real. The time slows down for a split second and you just know that you’ve delivered a crushing blow of unstoppable force to something. That feeling of speed, action and being in the center of the events is something. Due to the other flaws and pretty simple graphics – I suggest waiting for 50% discount before grabbing the game; It gave me ~2 hours of good gameplay, but I doubt I’d return to it later.
Feature Image taken from the game store page, here