An anxiety-inducing little torture chamber of an FPS, where you restart every time you die and attempt to progress just a biiit further. No procedural generation here -- waves are set, so like many an arcade-style shooter it's all about managing spawning enemies quickly so as to not be overwhelmed. Easier said than done.
I will say, I don't love constantly dying to things that are behind me (I know I'm probably bad at the game and need to strafe better or whatever)... but man I sure do love almost everything else about this. You start out in a dark room, a lovecraftian tentacle pillar vomits skulls at you, and you're off to fun town for about 90-or-so-seconds before you get ravaged by some other shadowy monstrosity and have to start all over.
I will say, I don't love constantly dying to things that are behind me (I know I'm probably bad at the game and need to strafe better or whatever)... but man I sure do love almost everything else about this. You start out in a dark room, a lovecraftian tentacle pillar vomits skulls at you, and you're off to fun town for about 90-or-so-seconds before you get ravaged by some other shadowy monstrosity and have to start all over.
Devil Daggers is both simple in its premise as well as its presentation. It's the perennial "easy to pick up and play but hard to master" game coupled with a touch of "only one more run before I quit the game" addicting mechanic.
This is a first person shooter with twitch-based gunplay consisting in defeating endless spawning enemies from hell. New enemy types spawn as you progress. The game ends when you die and your kill-count acts as the game's scoring system which is recorded and posted in an online master leaderboard. The kick is that the game/enemies is brutally challenging and hard so it's fairly common to die quickly and the rinse and repeat the process. Overall, I enjoyed the simplicity in the concept of the game as well as the them and presentation.
This is a first person shooter with twitch-based gunplay consisting in defeating endless spawning enemies from hell. New enemy types spawn as you progress. The game ends when you die and your kill-count acts as the game's scoring system which is recorded and posted in an online master leaderboard. The kick is that the game/enemies is brutally challenging and hard so it's fairly common to die quickly and the rinse and repeat the process. Overall, I enjoyed the simplicity in the concept of the game as well as the them and presentation.