The experience does go towards unlocking new cards, but you don’t gain any permanent upgrades that would make the game easier. In addition, there are no options to lower the difficulty level, and the experience you gain through gameplay resets at the end of each run. If you spare a boss rather than killing them, they’ll refill a third to a half of your HP and occasionally hop into battle for a minor assist, but all other healing sources give you back a much lower fraction. Defeating a boss when you are at less than maximum health is a feat in and of itself, and even the stages after the second world require a level of skill and timing that is hard to come by. What makes the gameplay so brutal is that there are so few opportunities to refill your health, so you have to be incredibly careful to avoid taking damage from minor enemies. To this point, I’ve only unlocked one other character, Riva, who focuses on creating shields, but for some reason has significantly lower base health than Saffron. In addition to halting your progress, an even more unfortunate consequence of this is that you need to defeat a boss at level three to unlock them as a playable character. Boss encounters at the end of each world start off moderately challenging-depending on whom you’re facing-and quickly become relentlessly punishing. Certain stages serve as rest areas that refill a small portion of your health or give you the option to shop for cards and perks. Other spells include poison darts, shields, frost shards, and all sorts of lasers that strike particular areas of the opposition grid. Saffron begins with spells like a thunderbolt that strikes four tiles in front of you for massive damage and a water wave that shoots out in front of you and can push enemies back while damaging them. While dodging the attacks thrown at you by the various enemies you encounter, you can use your basic attack and lob spells from your deck. Every run you'll be presented with new spells and new perks, making each session feel different.Ĭombat sees you move around a 4x4 grid which is mirrored on the right side by your opponent's grid. You also have the option of adding a new spell card to your deck from a choice of three. After clearing out a stage, you gain experience that allows you to level up and acquire new perks such as increased mana regeneration or a one-time health refill. The map screen shows the eight or so stages that make up each world, and branching paths add to the autonomy you have on each run. There isn't much in the way of story, but you begin the game as Saffron, a mage who starts off with elemental spells and a basic ranged attack. While in some ways every run feels different, what doesn't change is how steep the difficulty curve becomes about halfway through a complete run. The pixel art and animation are certainly attractive, but like a rose that beauty hides a particularly sharp thorn. As you try to complete a full run of the game, you'll encounter stages with minor enemies, hostages, hazards, shops, and bosses. Gameplay revolves around building a deck of abilities and collecting artifacts that improve your character. At a glance, One Step From Eden will look familiar to anyone who has played the Mega Man Battle Network series, but this recent title seems very much to be its own take on the grid-based action genre.
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