![]() ![]() ![]() ![]() ![]() The game will I am a big fan of the first Ziggurat of 10 years ago, and Ziggurat 2 is even better! Extremely well polished in all aspects. Overall, worth it on a sale.I am a big fan of the first Ziggurat of 10 years ago, and Ziggurat 2 is even better! Extremely well polished in all aspects. If you're looking for FPS Binding of Isaac, this ain't it. If you go in to this treating it as something with a finite goal, you'll have a good time. It still didn't hit the roguelite "just one more run" feeling, and I found myself getting fatigued after playing about 1-1.5h at a time, but I can also appreciate that not every game has to be an infinitely engrossing timesink. That being said, I enjoyed my time going through the campaign. The unlocked perks are also a mixed bag, with some of them serving just to dilute the pool with modifiers that are very similar to what's present from the get-go. Between new characters, weapons, and perks, there's a lot of stuff you aren't going to see unless you do some serious grinding, and getting to start with the new staff that fires 8 fire projectiles at a time instead of 2 really only offers so much variety as you're on your journey to unlock more stuff. Unfortunately, that brings me to another criticism: this game has a -ton- of stuff to unlock, but the pace still feels just a little too slow. Meta progression is there and quite powerful, with trees focused on your overall adventuring (+HP, +% XP, pickups are stronger), ammo pool, and damage. Additionally, having an unskippable cutscene for each boss encounter gets old pretty fast. Shops, weapon upgrade stations, and curse rooms are there too, but not necessarily all guaranteed on each floor.īosses felt like a weak point to me personally, with each of them having a built-in invulnerability phase on top of some of them having "boss armor" to artificially reduce your DPS. Fortunately the shooting gameplay is fun, but some more variety in the rooms would have been appreciated. 90% of the time, this is "kill all the enemies" with an occasional twist (more elites, smaller enemies, lights turned off), the remaining 10% it's "kill all the enemies but also you have to stand near 3-5 pylons first" or similar. Layered on top of that is the roguelite classic "go from one room to the next and look for the key to get to the boss for the next floor". The moment-to-moment gameplay is relatively standard boomer shooter circle strafing and hopping around while firing until everything's dead, with added pressure of disappearing pickups (health, ammo, XP) to add some risk to the rewards. There are a good amount of characters who have gimmicks which favor one particular category of weapon, but you can always build to be more of a generalist no matter who you're playing. The different weapon types offer some good variety, you have Spells / Staves / Alchemy (Steampunky guns and grenades) which each have their own benefits and downsides. Still feels very much like Hexen / Heretic: The Roguelite, but with a much more colorful palette this time around. A good example of a developer learning how to build on their first game without changing so much that their game loses its identity. ![]()
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