Midboss puts you in the body of… everyone. Take over enemies, use their abilities and when you inevitably die – do it all over again.
Midboss shines when you are picking up loot left and right with amazing names and stats while jumping between zombies, skeletons and whatever-that-worm-thing-is and seeing how far you can go before something inevitably eats your little imp face.
the depth of mechanics in the game is quite amazing, with layers and tactical gameplay in every corner. Turn based it might be, but even so Slower zombies take fewer turns, and faster enemies might take an extra one. Your Animated Armour shell might be good to take a punch, but if that magical Bat takes a missile to it – you wont stand long.
Each enemy you encounter has you consider it for a moment, think if you want to take it over and abandon your current shape.. but it also has to double checking if this new form would even work for your current runs stats and gear. This is where midboss shines.
Where the game loses some of its luster is the procedural generation part of the game… mostly due to the overall feel of Emptiness in the levels. Corridors are good and fine, but i do like a nice statue, or painting, or maybe a vase, carpet or two… hell, at this point i’ll take a pile of dismembered kittens to spice up the walls. What art is has and where its available from its generated maze – it looks… fine. But its often very Empty, and that is a damn shame.
This doesn’t take away from the mechanics (or ability to customize the game play to your preference in a myriad of options), but it does make you wish it threw in a particle effort or 50 in there.
Overall – if you enjoy the Rogue Like experience, then this is an example that does a good job at being exactly that and well worth the hours invested for enjoyable experience in being a literal zombie.