My main complaint, initially, was that it wasn’t quite clear how slowly or quickly I was making progress. Children of Morta is constantly finding ways in which to integrate the plot into the gameplay, and the fact that it manages to do so amongst so much randomness is to be admired.Ĭhapter selection, upgrades, and plot development all centre on the Bergson family home, a gorgeously rendered location. Others contain merchants, a handful of small side quests, or simply serve to advance the plot. Some of these are mini games which produce upgrades as rewards. It helps that many special rooms crop up randomly. The bosses which conclude each dungeon require new strategies and can abruptly end a long run.Įach dungeon is procedurally-generated, but the resulting maps are interesting and varied. As a result, combat is highly tactical and players can choose to approach the task from several different angles. There’s a good amount of variety to deal with here: some enemies stun, other don’t some have ranged attacks, some spawn others to assist in their battle. The main action occurs in a series of dungeons, each consisting of a small number of floors, teeming with hostile actors. I recently feared I might be getting tired of the pixel-art style, but when it’s done as well as it is here, it’s impossible not to appreciate. The scene is set with a tutorial taking you through the basic moves, and it’s here that the simply stunning artwork, animation, and audio accompaniments are introduced. John’s shield adds vital protection but it can’t hold off a horde of enemies forever. This plot device provides much of the variety throughout, but it also introduces a choice of playable characters which is key to the game’s success. Focusing primarily on combat, Children of Morta sets itself up with an immense challenge, and then throws everything it possibly can at fulfilling it playing it, you’re expected to do much the same.Ĭhildren of Morta centres on the Bergson family and their combined efforts to conquer a malevolent force threatening their way of life. You can shoot through some walls.The biggest challenge a procedurally-generated roguelike faces is engagement, how to keep the player from tiring of repeated playthroughs. It’s narrow but ranged characters can shoot through it and hit enemies that are in the wrong place at the right time. The center of the gate is the ingress/egress point. Kite difficult monsters to the gate, hit them with your AoE, and then dash inside while the cool-down resets. There are special areas on each level with gates the enemies can’t cross.Melee characters can hit powerful enemies with their AoE and then dash away while the cool-down ticks away. Ranged characters can pour damage into oncoming enemies, dash out of reach when they get close, turn and do it again. Family members begin with a dash ability that’s a great tactical resource.Leveling points spent on upgrades are not wasted.
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