![]() I spent lots of Blood I'd gained at one of two big skill trees back at base on a spell called "Flame Wave". They just don't feel all that impactful when you press the trigger, and it's thanks to the game slight jankiness. The variety isn't an issue, but when you're finding stuff that's barely any better than what you're wearing, it's hard for your willpower not to deflate bit by bit.Įven if you do find a powerful item, it rarely excites. ![]() There are other things too, like little turrets you can place or hovering companions that fling orbs at enemies. Pushing further into the game doesn't reward as much you’d like, often dishing out quite paltry rings or hoods for your efforts - rings act as your right and left jabs, while hoods are your sole armour piece, offering health benefits and stat boosts. Unfortunately, Source Of Madness doesn't tingle any pores or give me a rash. Having played lots of roguelites over the years, I've learned to trust The Itch. The "Just one more run" urge reels you in, like Robson Green catching a grouper off the coasts of Ecuador. No matter how swiftly a run ends, you're rewarded in some way or another, whether that's gold to spend on a valuable upgrade or an entirely new encounter you're excited to revisit. You get the drill.Īnd if the drill is done well, like Rogue Legacy 2 or Dead Cells, then you get The Itch. Die, and you can spend blood and blue orbs you've earned from fallen enemies on permanent upgrades that'll help you not die as fast the next time around. chipping away at it over many generations. The aim is to uncover the secrets of the Tower Of Madness through the process of roguelite erosion, a.k.a. You're an acolyte of the Loam Lands, a Lovecraft-inspired world of spiky buildings and jiggly strips of flesh. If the proc-gen production line was Inside The Factory filmed behind the scenes, Greg Wallace would bound around the production line and roar, "THAT JUST SCREAMS INDUSTRY DOESN'T IT? THAT'S HEAVY DUTY".īut forget procedural generation for a bit, because without it the game's core resembles that of your usual roguelite. Between each successive run the octopus gets whizzed through a limb factory of code where robots swap out its body parts like Lego. This means won't find the same octopus with cleavers for suckers twice, oh no. Its levels and enemies are all powered by a combination of proc-gen and AI machine learning. The game goes BIG on procedural generation, if you hadn't guessed. Source Of Madness looks at all the roguelites saturating the marketplace and it says, "Heh, you call that procedural generation?" The next day it looks at them all again and it shouts, "Pah, that's not procedural generation is it?" Two days later it whispers, "Procedural generation? No way that's what you're doing." This makes for some fabulous, gloomy aesthetics and tormented beasts, but also means it's a messy roguelite with a loop that leads more to frustration than anything else. And it's a world where everything been procedurally generated with the help of machine learning. Source Of Madness is a side-scrolling roguelite set in a Lovecraftian setting populated by twisted Bamzooki. A side-scrolling roguelite with a penchant for randomness that leads more to messy frustrations than the Lovecraftian legends it wants to produce.
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