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Endhall (Review)
2018-12-14 Game Reviews

Source: Cashmoneys
Price: £3.99
Where To Get It: Steam

Robots just seem to get the short end of the stick sometimes. Here,in the Endhall, we’re faced with a robot that is tempted, oh so tempted, by all the sights it’s been shown, but noooo, to see those sights, they have to fight their way through a crumbling hall of murder robots, mines, and turrets, with limited resources. Killing regains battery power, which double as health and turn-timer, and, after each successful area, you get to pick an ability to add to your deck, while never improving in base statistics.

Looking relatively grim, as if any but the top guy get to me, I’m almost dead. Luckily, I have FIRE.

And that, essentially, is everything mechanical about the game except for spoilers, that there’s ten levels in each run, and your starting moves, which are always the same. So… It’s minimalist turn-based strategy. Cool!

Aesthetically it looks alright, the music’s fine, what writing there is clearly lays out its short narrative… No move feels completely useless (Although some, such as Small Move, are more situational than most), and I never felt, when beginning a level, that it was impossible to complete, usually spotting where I’d screwed up a couple of turns before my demise.

Landmines… Free, take 1 damage to deal 2 damage before something can reach you. If you’ve judged their pathing right.

Beyond that, it’s small, it’s tight, it does what it says on the tin, and what’s left are gripes. Namely that the tooltips for the enemy health aren’t always that readable (dark red… Argh), and that time-bombs counting as enemies is frustrating in layouts where they aren’t useful as environmental damage. Worth a look if you like minimalist pixel strategy titles.

Due to the fact individual runs are short, The Mad Welshman is amused to note that a third of his screenshots taken are, technically, SPOILERS.

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