Developers of metroidvania-type produc?ons not infrequently reach for roguelite solutions. However, Philip Froelich, the independent developer behind the Death Machine game described here, decided to join this narrow group, enriching the genre's standard gameplay scheme (based on action platformer rules) with the acquisition of procedurally generated items.
In Death Machine, the action is viewed from the side. The gameplay takes place in the citadel of machines, which is a gigantic complex overrun by biomechanical monsters. As we traverse it, we jump on platforms, avoid traps and avoid terrain obstacles, as well as fight enemies.
Clashes are dynamic, and both serial opponents and powerful bosses stand in our way. We eliminate them in melee or at a distance, using a variety of weapons and gadgets.
The items we find are randomly generated. Based on them we create a variety of "builds", which allow us to adapt the character to the individual style of play and the challenges waiting for him. The latter are related to both combat and exploration (in order to gain access to selected locations and paths, we must first acquire certain equipment).
Between crossings, we go to the Sanctuary, where, among other things, we get rid of unnecessary loot in exchange for useful rewards.
The graphic design of the Death Machine game was done in pixel art technique.
Platforms:
PC Windows
Developer: Philip Froelich
Publisher: Philip Froelich
Age restrictions: 12+
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