3 people found this review helpful
1 person found this review funny
Recommended
0.0 hrs last two weeks / 10.0 hrs on record (3.2 hrs at review time)
Posted: 23 May, 2018 @ 6:21pm
Updated: 1 Jul, 2019 @ 2:22pm

Don't believe the un-hype.

Swords of Dittos has two simple premises: an enjoyable roguelite game and a beautiful "Adult-Swim-ish" universe and art-style.

Granted it has few (even though major depending on the platform) glitches which are bound to be fixed, lots of people seem to either not understand the concept of roguelites, not know how to use a controller (granted options are a little miscalculated), or simply fail to see that this is somewhat of a work-in-progress game with lots of potential.

While little details like the inactive bouncing items, redundant text, scrambled city stores or slow menus are true, these are easy to fix and not, you know...the actual content of the game.

Which is what is very well-made like any other roguelite: the more you play the more you understand how to play, the more you discover details in front of yours eyes from the beginning, the more you understand the stakes and the hidden meta underlaying the game to progress.

And in that, while lots of elements are already in place, and many could be added or activated in the future, the experience itself in a world that for once doesn't look like another crap pixel rpgmaker or an ugly unity half-assed game, but an artfully crafted roguelite experience to be enjoyed alone or with friends. And about that, my only regret is that the game only accounts for the coop aspect of it, but not so much the competition aspects as everything is shared and undifferentiated in "score".

EDIT: While the experience seem to be enhanced by Mormo's Curse, lots of basic annoying issues still have not been fixed like controller support or aspect ratio
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