Classic example of the inverse spend-playtime rule - I got this for £1 in the Steam sale and have already spent more time with it than some of my full-price games.

"It's like being on drugs!!" uhhh sure man, whatever. I'd say this is a lot closer to a playable 90s MTV ident than a chemically-induced experience. "Trippy" is the word de jouer in the Steam reviews, but LSD makes you wanna stroke blades of grass and watch them grow in hyper-real time and play 3D Tetris with your bath tiles and shit, not this. I don't think anyone has ever dropped acid and been like "oh shit I wanna play a first-person roguelike shooter with a surfer butt-rock soundtrack"

Post Void is addictive, though, so I guess it's like a drug in that sense. The hyper quick-click-die-repeat loop is a great way to cover for the game's paucity of procedurally-generated building blocks, and unfair deaths are never likely to be dwelled upon for longer than a single second before you're thrown back in at the deep end. I respect roguelike/procgen games that respect the player's time and don't commit them to 20 minutes that end in ThreadLocalRandom.current(); bullshit.

The between-levels upgrade system introduces some welcome shake-ups to an otherwise fairly rote (though reliable) formula, but I almost wish the entire experience was balanced and designed around the starting pistol - nothing else in the game feels quite as good as just landing a basic-ass headshot on a goon. That's good, because I spent a lot of time having to replay those opening levels over and over and over again.

Reviewed on Jul 09, 2021


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