I think that aiming criticism at this game's incorporation of "slot machine" mechanics and aesthetics is maybe a little misguided. While it generally has shit art direction, the chest opening sequence is genuinely good game design from a sound and visual design perspective - items should be satisfying to get! If you had to use real money to get it then it would be morally dubious, but this game doesn't really have micro transactions, it's not that sort of predatory game.

No, I think that the larger issue this game has is that it foregoes player skill progression entirely in favor of an overarching roguelite upgrade system. It's not a bullet hell where you artfully dodge attacks, you either have a build good enough to make it or you don't, and half of that is decided before you hit start. It's Cookie Clicker except you can't leave and come back either more, you have to just keep playing.

I'll give it that the arc of slowly becoming a god that destroys everything on the screen is pretty fun. And some of the unlockable stuff is interesting content. But it's just that, it's fun and addicting - it's not satisfying, it's potato chips. I really can't bear to play a game where you're playing the same on the hundredth run that you did on your tenth run, save for whatever upgrades you've acquired.

Reviewed on Dec 29, 2023


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