In the attic, under a floorboard, lies a lockbox. Inside is my collection: Amulets of Yendor and other ancient artifacts, wrested at great careful pains from deep in the most brutally difficult dungeons that exist: those of the modern-yet-traditional roguelikes Brogue and The Ground Gives Way.
So I let myself think I know a thing or two about roguelikes. And when the formula is pulled into continuous-time/continuous-space action games, not all of the elements I like can make the leap. But Nuclear Arms 7 captured a meaningful taste of one of my favorite elements: Build Variety.
And boy did this game need it.
Because I had to play this game an unreasonable number of times.
See, right next to those Amulets is my collection of Meltdowns. And I damn sure wasn't going to miss out on adding one more for LD44.
I definitely would have thrown in the towel if it weren't for the build variety: a 5x speed build feels so different from a triple-spread damage+, or double-rate cooldown/accuracy. Exploring those possibilities kept me going through the grind. I spent around 6 hours across three sessions beating this one.
I had to exploit the little edges: tediously shoot each box in the room before entering; draw the midboss into a pillar so he projectiles don't spawn, clear the spawn list of minor enemies in the boss fight by not shooting her while she's in her easier mode.
It took those plus a nice present and a risky lategame bullet-time to finally, after all that, get me through to that sweet, sweet MELTD--- WAIT WHAT DO YOU MEAN "WINNER"!>!???
Having played 6 hours, I have a few notes:
- Overall a super-tight action package that, with a few exceptions, made me feel like losing was my fault
- As usual, many small nice touches of design
- First store being before the first heal and not after it like all the others was a huge deal: early in my experience I needed the health, but this allowed me to still learn the upgrade system. Later it gave me a boost in motivation to get rolling with the new build, right at the post-death down moment
- Off-center gun was a nice touch that created a strong/weak side and made encounters sometimes feel different rather than symmetrical mirrors
- Ninjas. Oh boy. Important, but also responsible for the ultimate feelbad moments of the game. #1 is "my gun overheated and this ninja is leghumping me while I wait". #2 was the way that the ninja pushes other enemies forward at his speed, so, like, here comes that gunner PLUS a ninja at crazy speed one step out the door gameover. Important, but the only thing that in certain cases felt unfair.
- Overheat was a great mechanic, usually hate it but in this game was awesome. But full-cooldown lock-out felt like too severe a punishment, I think the ultraslow RoF of 99% is already enough.
- Oh gawd that two-triangles room after the midboss. That room was a huge hurdle for me.
- Gunners have really excellent design in terms of range, rate of fire, speed of walking, etc. Nice work, they were really good at being easy when you were in control and playing carefully, but spiking quickly in danger level if you were careless or caught off guard. Great routine enemy that created a variety of experiences.
- Big robots were low impact. They can punch through walls (so can Ninjas)
- Sound was overall strong, great voice work yet again (Jurass-kicked lol). SFX were communicating important things to me that I didn't notice until quite a lot of play: 30 mins before I noticed "room clear" hiss, 3 hours before I noticed "enemy killed" gentle puff. Was looking for both well before I found them.
- I know you didn't make the music but damn it was excellent!
- Story was pretty good although not going to displace my previous favs of yours
- Just loved the variety of upgrades, really made the game. Almost all were compelling. Risky presents were a nice touch. Exploding enemies felt a little underwhelming except in the triangle room.
You really delivered an excellent package again, this time with more complexity, congrats!
Now where's my Meltdown?