I write about videogames

Avatar by SleepingWoolf


My website (still very much a work-in-progress)
crakestraw.xyz/

Roguelikes are, by design, the kind of games that require you to avoid attachment. Anything you gain in any one run is only going to be around for that singular playthrough, likely never again to be seen on either success or failure. It’s what makes the genre work because every time you play the variables are certain to differ greatly. Blacken Slash instead asks, what if that didn’t have to be the case? What if that beloved piece of gear that’s served you well doesn’t have to vanish and instead can carry over as many times as you’re able to hold onto it?

https://entertainium.co/2022/08/23/blacken-slash-review/

I reviewed Blacken Slash, a tactics game/roguelike that's based around taking gear between runs to make it stronger and then using them to eventually create fully-formed builds at the start of each new run. It's pretty cool!


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