![]() ![]() All of the stages seem to pop, and they’re all very distinct. ![]() A special mention goes to the backgrounds of the stages, especially the second stage, set in a rose-tinged castle with light flowing through the open windows. I’m admittedly a bit of a sucker for pixel-graphics, but I don’t think it’s controversial to say that one of the things that first drew me to Skul was just how… well, good it looked. ![]() So let’s get this out of the way right now. During your many runs, you’ll meet big trees, angry maids and at least one big spider lady, all in your mission to defeat the mysterious Hero of Caerleon and save all your demon/tree/spider friends. In a nice little role reversal, the humans of the game seem to be the aggressors, invading the demon’s land immediately after signing some sort of peace treaty. Released on January 21, it has you take control of a cute little skeleton boi and charges you with saving the Demon King from the attacking humans. Skul: The Hero Slayer is less of a pure rogue-like, and more an action-platformer with rogue-like features. Does it hit the dizzying heights of the games mentioned prior? No, not quite, but there’s definitely a lot of potential. And that’s really where Skul: The Hero Slayer comes in. From a genre that I’d never heard of before to games like The Binding of Isaac and Enter the Gungeon being among my favorites of all time, the rogue-like has really established itself as an almost specialty of the independent developer scene. If there’s one aspect of the indie game scene becoming more prominent in recent years that I’m especially grateful for, is that it led to me getting exposed to rogue-likes. ![]()
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