It’s hard to be able to justify taking a defensive item, or something situational when you only get 4 slots, with one always being taken up by your Sword of Necromancy. At the same time, it can feel a little too restricting. On one hand, I love that the small inventory space makes the player make hard decisions, and change equipment you find within the dungeons on the drop of the dime. I have a love/hate relationship with this. The reason I bring this up is, you only get four of them. When you do revive a monster to fight alongside you, they will take up an inventory slot. All of these have strengths and weaknesses (Think Pokemon). Sometimes a monster will have an electric variant, or a dark variant. There is an element system in place that changes the type of monsters. This is a really fun mechanic, I loved seeing how the different enemies can help when fighting for the good guy! Some monsters are better than others of course, as would be expected, but it really depends on the situation. What makes Necromancer interesting, is the titular Sword of Necromancy, when you kill an enemy you can revive it, and have it fight alongside you. It has everything you’d come to expect within the genre, a basic attack, charged attack, dodge rolling, a basic level up system, It’s all here. What Sword of the Necromancer does right is it’s combat. While Sword of the Necromancer doesn’t quite live up to those heights, it’s certainly a gem in it’s own right.Īs stated before, Sword of the Necromancer is a Rogue-Lite action RPG. Hades immediately comes to mind as what every game within the genre should aspire to be. There are a ton of Rogue-Lite action RPGs nowadays.
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