I also have been playing a lot of '
SKYHILL' since its release the last month.
It's scratching a very particular itch: of a
roguelike that feels close to '
The Oregon Trail', one of my most beloved classic computer games from the 80s. In the sense that this is played in turns, with every action tied to select an option. Which is refreshing, after so many fiercy and cocaine infused action roguelites .
But maybe, a better definition of this, it's a
survival and
crafting roguelike, in which your worst enemy is its
RNG.
The game is loved and hated for this reason: how much the RNG can affect your run, depending on the objects that you obtain, and the fixed order of these.
All of that said:
I have found that it's possible to complete each run, but you need a great understanding of the mechanics. Because depending in which way the RNG will decide to fuck you up, and believe me, he will always fuck you up in a way or in other, you will need to adapt and change your strategy, through how you manage your limited resources. Prioritizing to craft for example a family of weapons or other. And increasing your stats to be able to do more damage with this family of weapons.
Because of this, it has resulted in a fascinating journey for me, and a roguelike that I have enjoyed much more than for example, '
Tangledeep'. Because it's based in pure roguelike concepts like a process of learning things in the hardest way possible,
by failing miserably.
There are a lot of things to adore in this game. Like
the setting. It has a very moody and suggestive
post-apocalyptic ambience, with multiple stories narrated through the different runs, collecting notes or memories.
The art style is very nice, sophisticated and stylized, but maybe a bit edgy and obscure in some parts for my taste. And it has an impressive variety in its assets.
You are navigating through the 100 floors in an hotel, so there are something like 200 rooms to explore, not counting with the lift hall interconnecting the whole hotel. And they feel varied enough, with a lot of scripted events that can happen or not in each room.
But I also have some
minor complaints.
The game
doesn't have touch controls, and this is a game that I would have preferred to play with the Joycons detached.
Giving that there are not touch controls, to navigate through the menu for crafting objects is exhausting until you have played enough to learn the basic combinations. I really miss the possibility of using a trigger to switch between the different tabs of objects (weapons, food, and so on).
And this is maybe the major game's fault, something that is in all the versions of the game:
you don't have a fucking map.
Let's say that you find a door closed in the 82th floor. And that in the 50th floor you find the key to open this door.
How the hell will you be able to remember that the closed door was in the 82th floor, without a map?
Of course, I have found a solution to this problem, by using the screen capture,
taking a screenshot of every room or floor that I know that I will need to visit again.
And after every run, I'm deleting these screenshots.
An annoyance that I'm surprised of seeing in the final version of the game.
If you hate roguelikes, you hate difficulty, and most importantly,
you hate RNG numbers trying to destroy you, stay far away from this game.
But if you feel fascinating the idea of a roguelike that will force you to change your approach and strategy in each run, there are a lot of really clever ideas and things to love in this small and humble game.
Other selling point is that the basic concepts are super easy to learn, with a really simple UI. In its surface,
it's a super casual game. That of course, if gets more tricky, the more that you learn how to use these basic mechanics in your benefice.
Forget these complicated games like '
Darkest Dungeon', with steep learning curves only to figure the UI.
It's great when in a roguelike, you can relax and obtain enjoyment since the first run.