Pocketon Peak is a lovely seaside mining town currently beset by marauding monsters. Lucky for them, their new hero has just washed up on the shore.
There’s something still incredibly charming about the late 8-bit NES/Gameboy style RPGs of yesteryear, and that’s a fact which is very definitely hammered home by the abundance of games which attempt to echo the style. Pocketon Peak feels different, though.
Most enemies which you defeat will drop items – burning embers, globs of slime, bombs, and the like. These each have multiple uses throughout the game world, giving it more of a puzzle feel than the classic aRPG fetch quest feast that we are used to in the genre. There’s also the requirement of managing your inventory. You only have three slots to hold items in, and one of those is used up just by carrying your sword around. This makes the management of that space critical, as you’ll need to dump out things you don’t need for your quest at hand, which can sometimes take you screens away.
I, personally, really enjoy games which have you learn abilities as a player, rather than your hero gaining new skills. Pocketon Peak is a fine example of this – most of the enemy items that are dropped have multiple uses, and they’re extremely intuitive. Boulder blocking your path? Blow it up. Something overgrown? Burn it down.
Pocketon Peak is available now on itch.io.
The post ‘Pocketon Peak’ Makes Multiple Uses of Enemy Items appeared first on Indie Games Plus.
from Indie Games Plus https://indiegamesplus.com/2019/11/pocketon-peak-makes-multiple-uses-of-enemy-items
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