Slasher's Keep ANALYSIS


Slasher's Keep Logo

 

Slasher's Keep Logo

 

 

 

 

 

 

Slasher's Keep Logo

 

Slasher's Keep Logo

Slasher's Keep Looting Phase

 

This game was created by Damian Schloter in 2018. It's a first person roguelike game with randomly generated levels.
The game design is centered around fast paced combat and discovering secrets. There are a couple of things that I find particularly noteworthy in this game’s design.

 

https://store.steampowered.com/app/598060/Slashers_Keep/


Getting stronger


There are two ways to get stronger in Slasher’s Keep: Getting better gear and leveling up.
While the first point is pretty straight forward and classic, the second is where it gets interesting. To level up, you need exp which you gain by discovering secret rooms and killing enemies. After a level up, you can divide 4 skill points in these three stats:

-Strength: gives you more HP and Melee damage.
-Dexterity: affects your Crit chance and damage.
-Intelligence: multiplies the exp you gain.

This is a great risk reward system. Players decide if they want to risk having a harder early game by neglecting their damage and health in exchange for leveling up faster later on.

The inventory mechanic

I love the fact that you can smack enemies into spikes and chasms using your inventory sack.
The more stuff you have in your inventory grid, the stronger the knockback is!
This gives players a great permanent tool to improvise according to their environment.

The rage / streak system 

Streaks end if you don’t kill something before the streak timer runs out. When you kill an enemy, the streak timer resets and you gain a multiplier stack. These stacks multiply your damage, experience gained and decrease the time you have to reset your streak timer.
This system entices players to push forwards and not lose time for the reward of more precious exp.

The looting phase

Approx. 70% of the time, enemies drop something after their death. These items can be sold, sacrificed, sent to your next run or crafted into a weapon depending on the generated level. The locations of these points of interest are random. Since you have limited inventory space, you can’t move all the loot at once. To make maximum profit, which is crucial on serious runs, you have to go back and forth long distances several times.

Critique

Unfortunately the strong part of the game, the combat, takes up only 20% of the playtime. I have some ideas to shorten the looting and travelling time while not changing the game too much and still respecting the original design.

Solution 1: If you find a merchant in your current level, you unlock a slot in your inventory that lets you sell anything without ravelling back to the merchant of that level.
*Note: you couldn’t buy anything from a distance*

Solution 2: Implement a consumable that when used, creates a static portal that picks up everything dropped on that floor. This gives players a way to move the level’s drops to a precise location, such as a merchant, forge or sacrifice altar.

Solution 3: Add a teleportation system that lets you zip across the map instantly to secured rooms.
*Note: Inaccessible during combat or in a rage streak.*

Solution 4: Tweaking the map generation to get points of interests more in the centre of the map.

Conclusion

This game has notable elements in its design such as using your inventory bag as a weapon, its progression system and its rage mechanic.

While this game’s combat is great, the looting and travelling become redundant. By reducing this redundancy, the memorable aspects of the design would shine brighter.                                                                                                                                                                                                                                                                                                           

CONTACT ME

Feel free to contact me if you have any questions or would like to discuss work possibilities

Zachary Giguere
Montreal, Quebec

(579) 488-5512

zgigueregestion@gmail.com


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