We had to restart Demon's Tier+ from scratch. Not in the sense that it's a roguelike – we mean literally deleted our save data. Over and over again we journeyed into the depths of its randomly-generated gauntlets of monsters, spikes, explosions and the Reaper himself; we slaughtered enemy after swarming enemy, gathering coins and D-tokens (the currency with which you buy upgrades), only to ultimately die and lose everything.
Back to the village, where we'd stare in vain at the useful upgrades and relics available for those D-tokens we no longer had; an escape rope that lets you leave the dungeon with all your D-tokens intact? Why yes, that would be useful to have... but how were we supposed to afford them without being able to escape in the first place?! When you run out of health – as we said – you lose everything, and the ability to return to your grave and destroy it for those precious D-tokens isn't much of a consolation. What on earth did the game want from us? After deleting our save, we ran the tutorial again, intending to make a beeline straight for the shop to get one of those ropes – only to find said shop closed until we'd taken a run at the dungeon. Huh?!
Anyway, there's an anti-climax here. It turns out that hitting the X button doesn't just show you info and your currently-equipped item; you can press left or right on the analogue stick to select more stuff. And, erm, you start with ten of the escape ropes. It would have been nice if the game informed us of that on the opening list of basic instructions, but at least we were then able to progress with Demons' Tier+. We dedicate so many words to this issue simply so you, the reader, don't make the same mistake we did.
Upon accessing the core gameplay as intended, we were happy to find there's a lot to like about Demon's Tier+. Effectively a twin-stick shooter with exceptionally light RPG elements, it's been compared to arcade classic Gauntlet in some quarters, but that's not really on point. The levels are randomly-generated, which means there's a uniformity to them but thanks to the fast-paced gameplay, it works nicely – you don't spend enough time in each stage for them to begin dragging on.
Time – that's a key word here. You don't have a lot of it; five minutes per floor, in fact. Each stage gives you a mission – kill all the enemies, blow up all the barrels, etc – and if you go over your allotted time, the Reaper will emerge to put an end to your run. It's on you whether you want to comb every inch for coins and chests and risk getting cornered by Death Itself, or quickly escape once the mission's criteria is satisfied. It's a nice implementation of your typical roguelike risk/reward, as coins here are very valuable. You'll need them to buy incremental upgrades for your character, such as speed boosts, higher attack damage or faster recharge on your specials.
There are multiple characters to choose from, recruitable from the village between runs using your D-tokens. Each has different abilities and general parameters, so you can tailor your choice around your favoured playstyle in your quest to clear each tier of the dungeon. There's also local multiplayer, but only for two. This is cool, but four would have been even better (if chaotic). When things click, though, it's frantic fun blasting away at the enemies as they close in. Judicious use of special abilities (like the default "bullet cancel" power) will see you through, and if you feel like you're about to die, you can drop an escape rope and bail to buy stuff that'll give you an edge next time.
Graphically it's all fine, if a little bit over-processed; we also found that the darkness effect in the dungeon was a little too pronounced. There are only a few pixels in it, but we'd like to be able to see a little further; a few times, projectiles would seem to fly out of nowhere and cost us valuable HP. Mostly, though, it looks exactly as good as it needs to, with particular attention given to the rather excellent character portraits in the well-made cutscenes. It's probably also worth noticing that said portraits will be especially popular with enthusiasts of anime breasts.
The music, too, is great stuff – the tunes are memorable and it's remarkably evocative of the Super Nintendo; the boss theme, in particular, could almost have been ripped from an early SNES RPG. Sound effects are nice and chunky too; you'll always know when you've hit an enemy or set off an explosive. Look out for those meaty kabooms when you take out a boss.
Conclusion
While its roguelite gameplay is familiar territory, Demon's Tier+ executes the formula very well. It could do with a more elegant tutorial than the multi-page bombardment the game starts with, but it's hard to hold that against it when everything else works so nicely. It may not have prestige, but Demon's Tier+ is cheap and cheerful. A good, pacy game for two.
Comments 21
May be Roguelite, but certainly not chestlite, blimey.
I hope that mage can level up some strength to help offset the incredible back pain she will have one day.
I love a good roguelite but the art style isn't doing it for me and the lack of variety is a pretty big deal so I'll probably pass on this one.
Minor correction to the review, I think they're supposed to be called "DD-tokens." /s
GODDAMN I SAY, GODDAMN!
Nice Bill & Ted reference.
"Duur backpain duur stupid unrealistic proportions duur"
Swings massive buster sword that somehow doesn't snap his arm as he fights slimes zombies and skeletons
@ATaco I'm just trying to figure out why eating these mushrooms hasn't made me taller.
Bought day one. Really been enjoying this. A lot easier than their previous games, but still enough challenge.
@BenAV Same here. I like pixel art but this is way too blocky for me. It would probably give me a headache playing on a large screen.
@getyourak That's good to hear. They give a brilliant presentation, but the difficulty spike is offputting.
Joys should also read: bewbs. I'm sorry, I had to...
@ATaco To be fair, a friend of mine DID suffer from backpain from being in an extremely small frame but also have very large breasts. She did get a reduction surgery to fix that, as it was a impacting her well-being. I know you are being sarcastic and the joke wasn't wasted on me, though, don't worry.
But my friend who swings the buster sword is still doing his thing. Crazy dude, he's on his way to back surgery.
@ATaco i'm still confused about why squirrels have so much money on them
When its on a sale I might pick this up
Came for the Apple Magician Girl, stayed for the retro grafx.
So I'm confused.
When you die, you lose EVERYTHING? Including your ten escape ropes?
Because that seems like it would still be a design flaw.
This review makes me laugh and feel old. Remember when games never told you how to do anything and part of the fun was figuring it out. Castlevania simon's quest NES with its nonsensical translations being your only clues. Those were the days...
@Jhomesjones Seems a little like the reviewer not doing much to explore the inventory screen. Hard to imagine it's the game's fault, but to be fair I haven't played it.
@Frontiersmann Everything you gathered on that run; I should have made that clearer, sorry.
@Deltath I didn't intend to imply anything more than my failure to notice those ropes on the subscreen; I think it is unclear but I wanted to warn people because I can see them easily making the same mistake!
Hi, I'm the dev who ported and improved this game on consoles!
Just wanted to add - the game DOES tell you to use the rope after the very first death (there's a full screen tutorial message to tell you that)
You won't play more than 10 minutes in the game the first time without upgrade anyway, so it's expected you should encounter it pretty quickly.
Also, the guide that is displayed after the first battle tutorial (and also on the town map) mentions the use of the rope.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...