It’s early access – and we make allowances for that, but from a game play viewpoint, the game has the excitement and personality of a wet dishrag.
Its easthetic is well executed and clean, but doesn’t deviate from “oh, retro”. It doesn’t look bad, and you’re never confused about things, and the various tilesets are decenty varied and with a clean animation quality, but if you put it against 10 other retro style games I’d be hard pressed to find a something to point out as exceptional about it, its safe and clean in a market saturated with it.
Its randomised levels and rogue like progression are basic and provide very little variety or emergent gameplay besides the basics, and while different mobs spawn everywhere you have no need to adapt or alter your tactics or think ahead… it’s all identical “hold down left mouse button and wait”
When most your game consists out of “Hold down LMB and wait” in terms of combat or tactical complexity, in a game where combat is 95% of the gameplay – that is a massive issue and needs to be adressed from the ground up. This games combat, progression and itemisation / character building is so very bland, it might as well not exist.
Which isn’t to say this game doesn’t have potential, as from a technical perspective this is one of the most stable and technicly competent titles to come into early access in ages. It runs smooth, clean and performs fine.
..It’s just that the combat mechanics puts you to sleep.
Assault on the necrospire needs life. Currently its a bland experience with no flavor poured into a solid foundation.