Ziggurat, available in Early Access and gearing up for a full release, is like a fantasy-themed Tower of Guns. As you’ll know if you’ve played Tower of Guns, this is potentiallya very good thing indeed. It’s a first-person shooter/smasher, with randomised rooms and floor layouts, and a loot system designed to present a choice of character builds rather than a slow grind toward perfection. Most importantly, while there are crypt-loads of skeletons and other undead, there are also hostile carrots and mushrooms to contend with.
Kamikaze carrots are a good thing, especially when they’re so adorably furious. The screen is as busy as the Houser brothers’ swear box at times, but the controls are tight and the design is solid. The current build seems close to complete – there’ll be new content to throw into the blender but things are running smoothly. Here’s how it all works:
Unlike most Rogue-thingies, on Ziggurat your combat skills will be the most important asset to keep advancing. Leveling up and random generated content is there to increase variety and make each game different, not to make the game a roll dice or an unbearable grind.
Most perks are designed to change the way you have to play or the weapons you’ll want to use. Do you want more speed in exchange for less health, or maybe is better to have mana regeneration? Increase drop rate, or refill ammo here and now? No number game here, simple and direct choices.
We’ve also ensured that, as a proper FPS game, the experience is quick and direct. There’s no inventory to manage or the need to compare two almost equal item drops, just weapon selection, and mana/health are usually the bargaining chip.
What little I’ve played does remind me of Tower of Guns, although with less of a bullet hell vibe and more of a Serious Sam connection.