One of the key features of Summum Aeterna is its unique world generator system, the Seed Mechanic. No matter how many times you’re defeated, your progression in the skill tree will be saved, as well as the world improvements you unlocked will last forever. However, unlike traditional roguelites, Summum Aeterna allows players to keep their progress, featuring a permanent character and world upgrade system. The game is heavily inspired by classic roguelite games, and the player will start their adventure over and over again until they succeed. The game is developed and published by Aeternum Game Studios and was released on June 16th, 2022. The game is a prequel to Aeterna Noctis and is set in a world of darkness, where the player takes on the role of the King of Darkness, a powerful and immortal warlord. Summum Aeterna is a roguelite game that combines world crawler mechanics with fast-paced combat and a unique 2D art style. I really feel like this was a half complete game!!! I think they took it out of early access about a year or so too early!!!! Which is a shame from my standpoint because i intentionally waited until this game came out of early access to buy it and 100% still feel like this should be an early access game.Experience a fast-paced, hand-drawn roguelite adventure with Summum Aeterna, featuring random world generation, customizable weapons, and permanent character upgrades. The way they added diff dimensional effects to different seeds is very cool for example! The lack of difference in play between the different weapons and the boring world building left a lot to be desired. I think the bones of this game are completely awesome (the core gameplay is very fun initially)They have some amazing ideas about the world generation and seeds. They didn't give me any reason or drive to actually feel invested in doing that though!!! I also have trouble with it because they made the game solely about enemy difficulty and slowly building up to beating that difficulty. all of the movement mechanics are explained right away and the level design feels too simplistic because of this. MY main problem was the overall lack of changes in traversal options (and level design that goes with that) i.e. I had a major bug that caused me to have restart 12 hours in and that was a more than a little annoying!
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