You’ll fail select levels purely on the basis of not knowing what to do when the hordes overwhelm you and will have to change up your strategy accordingly. This doesn’t mean the game is mindless, however you need to pay attention and think through your upgrades carefully lest the enemy hordes bring you down every single time. Naturally, this results in a high amount of replayability, where the mid-level combinations can be endless, and with the dozens of perks and weapons available to you, this makes killing the hordes absolutely enjoyable.
This adds some improvisation strategy into the mix, as you have to make do with what you’re offered and gain the next perk quickly. The catch, though, is that your options are randomized every time, so no two playthroughs of the same level will be identical. Perks fill the same role the chip modifiers did in JYDGE, in that they the experience of playing through a level. Killing enemies fills an experience bar in each stage, and when it fills, you level up and are rewarded with one perk per level-up, which can be such things as increased damage, reload speed, firing speed, or perhaps slower enemy movement or more frequent powerup drops. Not one weapon at your disposal is useless, and all of them have a particular niche with select strategies, which leads us into the next point: perks. This happens more as you progress through the campaign and unlock these weapons. Killing the first enemy guarantees a weapon drop for something stronger (usually the next weapon you previously unlocked upon finishing a level), and later enemies may also drop random weapons as well. When you begin, you start with a weak pistol. The way this happens across each stage is simple.
So look at this in essence as JYDGE 0.5. With that said…Ĭrimsonland is a top down twinstick shooter where the aim of the game is eliminating hordes of enemies before they eliminate you, with up to four players able to mow down the legions of enemies. This means that while it bears a striking resemblance to another previously reviewed game, JYDGE, Crimsonland has it beat by a decade. Some historical precedent is needed before we continue Crimsonland is a game from 2003, remastered for 2017. It’s nonexistent and the game doesn’t even care because story is the least important thing about this game.
You kill stuff. You’re a soldier, somewhere, and ya kill stuff. Let’s begin with the easiest similarity to the original Doom: barely any plot. And that answer was given a fresh coat of paint and resold to the masses. Factions with lots of movement or just a few extra plays can also be problematic, especially with the right partner.What if Doom was a top down twinstick shooter? You don’t actually need to imagine that, it’s a question that was answered in 2003. Basically, I try to propose other combos to avoid the AP player drafting a deck where both factions are on this list: Robots, Wizards, Musketeers, Time Travelers, Ghosts, Sumo Wrestlers, Ignobles, Disco Dancers, and Cowboys.
This policy was inspired by my first game against Robot Wizards. Three different players have each focused on a single faction for a long time (Zombies, Shapeshifters, and Mythic Horses), but since they always tried their favorite faction with a different partner faction, there was never a reason to ban.Īs a side note, I have a personal policy of discouraging - not banning - decks that generate severe analysis paralysis (“AP”) when playing with AP-prone players like my wife. Thus, I’ve never felt a need to ban a deck and my groups have never banned a deck. I’ve played SU with a bunch of different people, but so far nobody has really stuck to a single deck beyond one or maybe two games.