So as I got close to the end of the story, I ignored these unless I was desperately relying on RNG to save my ass, which only happened once because the game is not very difficult, with only the boss of the second act posing any kind of a real challenge. In addition to that, when you defeat a mid-boss, you will pick up a scroll which will either give you a buff to HP, MP, or swap your weapon for a higher one in the same class, but often these have detrimental effects. For one thing, you can only wield one weapon at a time, and can’t carry anything with you, so it becomes a balance of choosing a weapon with high attack power, and one tied to a spell that doesn’t suck. Enemy types are limited, with a few mid-bosses providing some extra challenge, and then a mix of melee and ranged mobile enemies and stationary towers.Įverything you upgrade is upgraded permanently between both characters and across the different game modes, and although RemiLore‘s touted 200-plus weapons may seem like it would offer more variety, the answer is: no. This isn’t a horrible formula, mind you, but it’s bland considering what you have to work with. Lather, rinse, repeat for the entirety of the game. You power through a set of rooms which spawn various enemy types, clear them out, and get a ranking up to S based on your effectiveness in dispatching enemies, which allows you to poke through more random items at the end of the stage. But at its core, RemiLore is a combat-oriented top-down beat-’em-up with very limited character customization. There are definitely similarities such as a four-act setup, with three stages in each act and a boss battle, the ability to acquire loot (kind of… I’ll cover it later), and randomly generated level layouts. In fact, RemiLore has a lot more in common with NES games like Gauntlet than it does with Blizzard’s immortal juggernaut. Let’s get this out of the way so nobody is confused: RemiLore is nothing like Diablo.
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