He enjoyed it, while finding it too reliant on RNG at the time.Īll of which is to say that in this unbalanced early access version, Skul doesn’t flow nearly as well as it could. The game has been in early access since last year, when Steve played it for our since departed Premature Evaluation column. A lot of the game seems to be about gradually unlocking upgrades and learning better crowd control to deal with the high enemy counts in each little level. You're an agile little fighter with a dash, and the ability to teleport to the position of your skull after it's thrown, but you can and will take a lot of damage while fighting high numbers of enemies simultaneously.
I've been playing Hollow Knight recently, in fits and starts, and was surprised by how tanky Skul is by comparison. There are a bunch more, dished out at random between areas. You'll switch out his head for a wolf skull that let's you move quicker and cause damage while dashing, or a minotaur skull that let's you damage crowds of enemies with a ground-pound (just as the minotaur did to Theseus), or a jester skull that let's you chuck knives. Plus Skul, your character, is cute as a button. But really the heroes are human jerks and the skeletons mostly just want to be left alone. Skul is a game in which you technically play the baddies, hence the "Hero Slayer" title. It's nice, from my brief play of it, and there's an announcement trailer below. It's a side-on stabrawler roguelite that's just left early access in which you can swap skulls to swap skills, and also lob your noggin at enemies. Maybe you miss Hollow Knight, or you're dead tired of Dead Cells.