2 people found this review helpful
Recommended
3.9 hrs last two weeks / 17.8 hrs on record (14.9 hrs at review time)
Posted: 16 Sep @ 12:02pm
Updated: 11 Nov @ 10:48pm

Early Access Review
It's like if you combined Castle Crashers with a roguelite and gave it Monster Hunter style weapon classes with unique movesets with each having their own sub-movesets and each individual weapon having a unique active skill. There are tons of weapons and items and you can make insane builds. Also, there's coop multiplayer which works really well, save for some bugs which will probably be ironed out through the early access period.

Only cons right now are the lack of variety in enemies (you seem go through the same sequence of stages/biomes every time and there isn't a concept of champion or legendary enemies with funny random effects) that there doesn't seem to be much if any difficulty scaling for the online coop. In Asia it's easy to fill a lobby with a full 4 players through matchmaking and the game just becomes too easy at that point.

One of the things this game really gets right is making it easy to create the build you want. Other roguelites have severe issues with RNG because they don't give you enough reroll opportunities, shop choices, ways to salvage items you don't want, etc... but Lost Castle 2 gives you so many opportunities like this that you can just set your mind to a specific build and you will more or less attain it throughout a full run guaranteed. You can even bring your starter weapon all the way to the end if the weapon type you want doesn't drop through the run due to the very large pool of them because you can just keep upgrading it by salvaging weapons and armor you don't want. The only thing that isn't guaranteed is whether or not you'll obtain the best version of the build you possibly can. Another thing is that coop exacerbates the ease of character building because every player is basically an extra chance to get what you want as drops are instanced and each player gets their own full set of choices as well as currency and other rewards not being split but also fully instanced. Players can then share dropped items with each other as well as freely drop or salvage items already in their inventory which allows extreme flexibility in character building with a coordinated team of players. It perhaps makes the game a bit too easy, especially in coop but the fun factor is definitely there and maybe after early access, the devs might add more difficulty options.
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