![]() While most levels retained their feeling of being a playground for using one's undead hoard and abilities, there were always sections that felt like they were designed explicitly to halt the player's progress unless they had a certain amount of units, a certain ability, or both. Even then, having the requisite units or abilities would only take one so far. The only thing that got in the way of this enjoyment was the balancing of The Unliving in its current state. Would I get to find a plethora of larger units to reanimate and control? Or, would it be more limited, forcing me to utilize my Necromancer's abilities to their fullest until I could piece together a working army of corpses? Each undead unit that can be raised in The Unliving has their own special abilities and aesthetics, lending each run's hoard a sense of individuality. With each new run I started, there was always a sense of wonder over what awaited me. They could choose to enter the fold with the ability to summon explosive skeletons which seek out the nearest enemy units or, they could choose a more direct spell that damages every living creature in a fixed area.Īnd honestly, this is exactly what I love most about the game. Like most any other Rogue-lite, there is a slew of abilities for one to find and equip to their Necromancer. Likewise, there's a plethora of ways for the player to buff up their Necromancer and outfit them with ways of assisting their hoard in its endeavors. ![]() Likewise, thanks to the different unit types available and the abilities the player's Necromancer can find, it ensures there are always more than a few ways for the player to rip their enemies to shreds. Getting to control a hoard of mindless minions and directing them toward an enemy force never loses its charm. ![]() They can just as easily sick the entire group of units they control on their enemies, overwhelming them in a wave of undead carnage. A Cleric corpse, meanwhile, can fire off ranged attacks or be sacrificed to heal every unit in its immediate vicinity. This is only if the player chooses to fully utilize each unit though. A Peasant corpse, for example, provides the player with a simple melee attacker which can be detonated for explosive damage once they're nearly dead. New units are gained by killing enemies and reanimating their corpses, with different types of corpses offering different abilities or uses. Instead of putting the focus entirely on the Necromancer and their fighting through waves of enemies, the game instead centers around amassing a small army one can control through simple clicks and button presses. This is thanks entirely to the gameplay of The Unliving, which is best described as the procedurally generated 2D version of Overlord people never knew they wanted. One could just as easily mistake it for another title based on the premise alone and would miss out on one of the more creative titles out there. It's an interesting enough setup, but also one that can get lost in the deluge of darker, grittier rogue-lite storylines out there. Looking forward to the game nonetheless.Following a spell gone wrong, the Necromancer must amass an undead army and attempt to complete a ritual meant to achieve his darkest ambitions. ![]() I was a tad skeptical because it seemed so similar I was worried about repetitiveness haha. Originally posted by justagoodguy01:Well, it's quite hard not to see the differences between these two games. UH wasn't even among the references when we started the production 1.5 years ago But saying that The Unliving is "extremely similar" to UH is a bit of a stretch in my opinion. I would understand if you'd say it reminds you Right Click to Necromance, although we have a hero and an army and the quality level we're aiming for is just different. Of course, there are similarities in many games that share the same niche. We also put a lot of effort into creating the lore and developing the plot through indirect storytelling – you can check our previous devlogs to read more about it. There are also artifacts that change your undead units in The Unliving that affect the gameplay with every run. The mechanics of The Unliving allow the player to directly control the undead units and use their abilities. The Unliving is a rogue-lite, not a linear game. The general atmosphere of the UH does have a touch of fun with some entertaining mechanics to emphasize it, while The Unliving is focused on dark and grim narrative. The Unliving is done in a highly detailed 2D pixel art, while the UH is 3D with stylized low-poly models. Well, it's quite hard not to see the differences between these two games.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |