It’s fair to say neon has become a popular way to play around as an alternative style in recent times. The idea is best illustrated with Neon Abyss which is a brand new shooter that is a roguelike developed by Veewo Games and Team17. It’s a good mix with Its Binding of Isaac‘s structure and Hotline Miami‘s colour palette does not have any other identity that isn’t an overall pop-culture style which ultimately drags a promising game to the bottom of the pile.
Of all its influences, Neon Abysscribs is a reworking of The Binding of Isaac the most. It shares the same dungeon layout, complete with smaller areas, rooms for treasure as well as various passageways that are blocked by walls of stone with locked gates. These include bombs, keys familiars, and other powerful items that increase the damage of characters when they finish the run. The achievement of completing a run and defeating the final boss does not bring the credits to an end but rather unlocking a harder, more challenging difficulty the next time around.
A number of games have tried to imitate this style over the years, but Neon Abyssnails it better than the majority of games. It’s only when gameplay moves away from the formula that has been established to be the case in the genre that things begin to unravel. Instead of taking on small challenges during a game to increase the amount of items available players are given an amount of boss currency which they can use to buy an upgrade tree that is standard. This is a way of encouraging the grind over an intelligent exploration. The first few times you encounter an unfamiliar boss or more difficult difficulty are merely training exercises. Roguelikes excel when every run is counted.
This wouldn’t be difficult If Neon Abyss had more variety in its random rooms. Most of these rooms are the same boring stone chambers that have the same background art and a handful of enemies. There are more types of enemies that appear as play time builds up, however the difficulty levels do not change much. When you’re in the middle of a long race, it’s very easy to lose track of the remaining levels that’s a critical instrument in other games to deciding whether to go into a fight arena or simply challenging the boss in the early stages.
There is a similar problem, even if they do work out at the end. Very few power-ups provide anything more than the possibility of a jump or an extra heart piece or the possibility of avoiding harm. The majority of them are stat boosters which include many damage boosts. Although they can provide an enjoyable increase in power, there’s not a feeling that your gameplay alters due to the power they provide. Even when you’re playing on the toughest difficulty there’s no way of beating the majority of opponents within Neon Abyss. It’s all dependent on the constantly increasing damage output and becoming accustomed to dodge projectiles, but unfortunately, it’s not much more.
In a game such as Neon Abyss, it’s all about whether the carrot at the other end is worthy of the time and effort The biggest knock on the sport is the lack of a sense of. If someone wants to commit their time for Neon Abyss, there’s no world to delve into and enjoy. Instead of a captivating theme, with weapons and items to back it up all of it feels boring at best, and uninteresting at the worst. If the most interesting picks in a game include an Donald Trump minion that gobbles up coins, and an Rick as well as MortySzechuan sauce joke, Neon Abyss‘s boring nature starts to smother the joy that comes from the game’s gameplay.