I grabbed this game during the steam sale on a whim because the idea of a Diablo-like ARPG that followed Diablo 1 more than 2 sounded interesting and I've kinda been having a blast with it so far. You can really tell when you play it for a while that the dev(s) definitely have a very clear vision for what they want the game to be. You move slow, enemies hit hard and potions are either in incredibly short supply or overflowing depending on how the RNG gods feel about you on that particular day. I usually don't bother with the hardcore/iron man modes in games like this but the amount of randomization in this game makes it feel more natural to play on that mode than not. Also, the story of the game is almost entirely irrelevant unless you actually feel like reading it, to the point that the backstory and context for why you're even in the tower is contained in a "lore" section on the main menu. Some points that stand out about it:
>really great horror atmosphere that's much closer in tone to Diablo than Diablo 2 is
>there's no town, and *almost* no trading. Got no use for a piece of loot? Drop that shit on the ground and keep moving
>the UI in terms of using skills/spells is a bit clunky/obtuse, but it seems that's by design. You get used to it once you find the handful of abilities/spells that are most useful for your build but it can fuck you in a pinch if you're not on the top of your game
>there's no classes or passive skills. Melee and bow/crossbow abilities are tied to whatever weapon you're carrying, the only thing stopping you from using them are stat requirements. Spells are found randomly as random spellbooks so there's no guarantee you'll get the spells you want
>the gear you loot takes more of a less-is-more approach. There are fewer item types than your typical modern ARPG, but the enchanted/unique versions of them have a LOT of RNG variation
>the enemy variety is really great, you'll learn pretty quick to change up your strategy when facing slow moving melee, fast moving melee, ranged projectile and ranged spellcasting enemies
>The abundance of ranged enemies combined with melee ones really emphasizes how you need to get good at prioritizing targets, isolating them, and dodging projectiles
>the enemies visibly get more hurt the more you damage them so you can tell how close they are to death since there are no health bars. I guess originally the dev wanted there to be no indication of exactly how hurt the enemies are besides their character model, but he ended up adding outlines to whatever enemy you're targeting that goes from green > yellow > red that can be toggled on or off in the options if you want it or not if you have it toggled on sometimes in the enemy description on the bottom of the screen their exact HP shows up but most of the time it doesn't? Not sure what's up with that
For anyone looking to play it, here's some things that might help you
>the Diablo door strategy doesn't quite work the same in this game outside of maybe the first few floors since doorways are often too wide to block. Instead, the ideal strategy is to exit the room and stand to the side of the doorway to isolate the enemies that run right up to you before you deal with the more stationary ranged ones
>no matter what your build, have a ranged weapon handy. You're given 2 swapable weapon loadouts so if you're maining melee either use a bow/crossbow or a wand to deal with enemies that are just too annoying to deal with up close
>2 handed melee weapons have great damage & hit chance and way better weapon skills than sword & board, but you're missing out on possibly more dodge chance/armor/item affixes from a shield
>1 handed + sword damage skills kinda suck, but using a shield with enough Constitution lets you deflect projectiles back at enemies with more damage, and the parry window is pretty generous so it lets you deal with rooms full of projectile spammers pretty easily
>the only bow/crossbow skill that I've found really useful is the piercing shot, if you have room to kite enemies you can clear out big packs of enemies with it
>you're free to go back to any floor at any time and, assuming you found the exit stairs on a given floor, you can teleport to either the entrance or exit for free, so save any enchantment pools/pillars if you're not sure you want to use them, you can always go back
>if/when you find a room with an imprisoned demon guy, free him an kill him. He's guaranteed to drop a weapon that can carry you a LONG way if you build your stats for it, possibly to end-game
Overall I'd say this game is really worth a try. The biggest problem with it I've encountered is that sometimes, on some floors/mapsets trying to walk into a corner can be kind of a problem where your character won't move as far as you want. It's hard to explain when you're not playing and panicking about getting out of a doorway, but maybe someone else who's played this can relate. Either way, bretty good. I'm happy I found it, I insist on beating it on Iron Man since I think it's the most fun that way.