Weapons have cooldown time, during which the player is more vulnerable to counter attacks. The adventurer can wield a weapon in each hand, and use the left and right mouse buttons to swing, thrust, throw or parry, depending on the weapon. The combat is quite unique in a way that, again, feels like a marriage between turn-based combat of the yore and fast paced contemporary sword slashing. You might still want to take the risk just to acquire a helmet and a spear from a wandering frog warrior. While the “circular” design of dungeons is supposed to minimise wandering back and forth within a level, I find myself doing that quite a bit.Ĭombat is always risky, and usually smartest to avoid if possible, since slaying monsters does not give you any experience points. Puzzles are also pretty decent to be procedurally generated, and some might be solved only by hints found from deeper levels. Dungeon maps are interesting despite being algorithmically generated, levels are branching, have their distinct identity, and there’s quite a lot of variation to them. Although, I do keep forgetting those green blobs are apparently some kind of flammable foliage, something that would be good to keep in mind when playing around with a torch and flasks of oil. The graphics are sparse but functional and they work generally very well. Sure that’s just a kobold, but while my axe packs a punch, it’s also a bit slow and a bit too heavy for me. Your only personal stats are hitpoints and strength and even those are always the same in the beginning. When creating your hero, there are no character classes or different races to choose from. The controls are WASD-keys and the mouse and the game progresses in real time, not in turns. Compared to the myriad of statistics and obscure key commands, things have been streamlined somewhat. Like its ancestors, Unexplored is a top down hack and slash dungeon crawler where you descend the caves full of dangers to retrieve the Amulet of Yendor (Yup, even the goal is the same as in Nethack). While Spelunky was probably the first game where the term was used in its contemporary meaning, if one were to imagine what the missing link between the classic and new roguelikes could really look like, Unexplored comes pretty close. ![]() While I don’t harangue against this redefinition, I feel those are more gameplay mechanics than a genre of its own. Of course these days “roguelike” or sometimes “roguelite” (and frankly, I don’t really know what the difference is) may refer to any kind of game that has procedurally generated levels and implements permadeath. One of the best known classic roguelikes, Nethack, with original text based graphics and a version using an optional graphical tileset.
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