Dragon Is Dead: A Roguelike with a Pulse and a Few Missing Limbs

Where pixel art meets a talking tree and a whole lot of potential

Launch Day Larry

Welcome to the world of “Dragon Is Dead,” where pixel art reigns supreme, and the only thing more unpredictable than the enemy AI is the game’s potential. This early access roguelike has players diving into a dark, atmospheric world that feels like a love letter to retro gaming, with a few modern twists and turns. But does it live up to the hype, or is it just another dragon tale that needs a bit more fire? Let’s dive in.

Gameplay: A Dance of Dodges and Dilemmas

“Dragon Is Dead” offers a gameplay experience that is both familiar and fresh, with core mechanics that are as addictive as they are satisfying. The combat system, while structured into smaller zones, provides a breath of fresh air between battles, though some players might find it a tad predictable. The dodge and skill systems are fluid, making every encounter a test of reflexes and strategy. However, the combat could use a bit more spice to keep players on their toes.

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Customization is where the game truly shines, with a versatile skill tree that allows players to experiment with different builds. Whether you’re channeling your inner Zeus with a Lightning build or freezing foes with Ice, the possibilities are endless. Legendary equipment and artifacts add layers of strategy, though the lack of cosmetic changes when swapping gear might leave fashion-forward players wanting more.

Control issues, however, are a significant thorn in the game’s side. While controllers are supported, the clunky keyboard controls and inability to rebind keys can be frustrating. The user interface, seemingly designed for keyboard and mouse, makes controller navigation a bit of a chore. A more intuitive menu system and clearer button notifiers would go a long way in smoothing out the experience.

Graphics: A Pixelated Love Letter to the Past

The game’s graphics are a standout feature, with a pixel art style that evokes nostalgia for the days of the Mega Drive and SNES. The dark, atmospheric design is reminiscent of Diablo, drawing players into its grimdark fantasy world. The spritework is aesthetically pleasing, and the fluid animations add to the game’s charm.

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However, the UI, inspired by Diablo, takes up too much screen space, impacting gameplay, especially during traversal. The use of generic fonts detracts from the game’s immersive experience, and the visual effects, while impressive, can sometimes overwhelm the screen, obscuring gameplay clarity. More originality in differentiating the skill UI from other games would enhance the overall experience.

Story: A Tale of Potential and Plot Dumps

The narrative of “Dragon Is Dead” is set in a visually appealing world with intriguing character concepts, like a talking tree. However, the story suffers from a lack of depth and engagement, with players yearning for more comprehensive character and world development. The writing quality is often criticized, with comparisons to amateur fanfiction due to its lack of emotional engagement and reliance on dense lore dumps.

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The integration of the story with gameplay needs improvement, as the narrative currently feels like an afterthought. Players suggest a more seamless weaving of the story into the gameplay, akin to how “Hades” incorporates its rogue-like elements. Despite these criticisms, the story contributes to the game’s dark and atmospheric appeal, reminiscent of “Souls-like” games.

Final Verdict

“Dragon Is Dead” is a promising roguelike that offers engaging gameplay and a visually striking world. However, it requires refinement in controls, variety, and early game balance to fully realize its potential. With its unique art style and addictive mechanics, the game has the foundation for greatness, but it needs a bit more polish to become a true gem in the roguelike genre.

Score: 7/10