Posted: 6 months ago, last updated 4 weeks ago.
Set in a post-apocalyptic world you navigate and battle through ancient machines. The action is fast, frantic and a little overwhelming at first. But as you progress and acclimatise to the pace (and use the great accessibility options if you like) an unusual and compelling experience can be found.
Drawing inspiration from the likes of Dead Cells and Celeste, play involves jumping around each single-screen area to take on enemies with slashing and shooting weapons. It's a lot to take in at first, but as you improve the game creates a real sense of flow and free motion.
As with other rogue-like platform games, the difficulty is intentional. Half the fun is attempting the big challenge getting as far as you can and then (inevitably) dying. This takes you back to the start but with a slightly progressed character and more experience for your next run. Like Doom, your best form of defence here is attack -- and often getting close to enemies. Add to this the sheer variety of enemies, pin-point precision of the dodging and shooting and you have an exciting and engaging experience.
As you progress and explore during each of your runs through the game, you discover unspeakable enemies, giant bosses and new secret powers. You can upgrade in the shop between goes, and gain enhancements for your current run by finding these hidden items.
ScourgeBringer doubles down on this difficulty by forcing you to focus on offence rather than caution. The movement and fast enemies require you to learn the controls well enough to let your instincts guide you. If you manage that it can become fluid and almost balletic experience.
The controls are fully remappable and you can opt to tap or hold for slash attacks. You can opt for mouse aiming.
You can turn off the background flashing when your health is low. You can switch the text to a non-pixilated font. Text is generally of a good size although some is red on a purple background that results in low contrast.
There are different audio cues for each of the enemies as well as audio feedback when you hit or miss. Enemies all have a unique animation and sound cue to signal they are about to attack. If you find the music too hectic/stressful you can opt for a softer music style.
Developer Thomas Altenburger talks in this video about how the accessibility was created and an in-depth look at how these options are implemented.
Our ScourgeBringer Accessibility Report documents 32 accessibility features:
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