![]() ![]() ![]() You know there is a boss, so one room holds the key to his door. I learned quickly that one monster had a far-reaching projectile shot and made my mission to possess it as soon as I saw it.Ī nice thing about the dungeons in each level is how a few things remain consistent. ![]() But while you can't take any of the cool items with you on a new playthrough, you can take whatever you learned about each monster. I like this design because of the game's rouge-like nature. This adds a lot to the replay value as you won't really know what to expect, but you will start to recognize patterns and enemy moves. While the types of enemies and the final boss don't change in each level, their layout does. Where once an item shop might have been, a trap and monster-filled room stands in its place. Every time you start a new game or enter into a new level, the layout will be different. The game's pace is dramatically faster once you realize you can bounce from enemy to enemy. That power is possession! At a moment's notice, you can launch your little lizard soul right out of your body and into the first enemy it collides with. However, you are armed with an additional power not normally seen in dungeon crawlers. Along the way, you'll collect gold to buy any items that catch your fancy to give you an edge in combat. You leave your comfy room and enter the dungeon, kill some monsters, smash some vases, and then take on the boss once you found the key to his room. Developed and published by Lost Decade Games, A Wizard's Lizard: Soul Thief is at first your standard issue randomized dungeon crawler game. ![]()
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