![]() Above the exits, it will tell you what you will receive on completion of that room with a symbol and text. Lone Ruin tackles these in a similar style to Hades, with each room having two exits per room. As with all rougelikes, using the right mix of spells, upgrades, and tools will make it much easier than other runs. But of course, this all depends on the spell choices and upgrades you find during your run. Which should be pretty achievable with only three levels of five rooms to complete the game. But once all this had clicked in my brain, I started having way more fun with Lone Ruin and now look forward to a quick run whenever I can fit one in. I would highly recommend starting on easy until you feel confident enough that you have mastered the twin stick/dash combo and are also comfortable that you know the patterns of the three bosses like the back of your hand before raising the difficulty. I was grateful to see more hearts on my health bar, but it still wasn’t an easy ride to the end, which I did manage, so I felt confident to knock it back up to medium, only for me to be put in my place once more by the first boss. I reduced it to easy, and by using my favourite spell (from the eight available), I found it more forgiving. I kicked off my campaign of hurt on normal thinking this was a good place to start, but I was constantly losing and ended my run on the first of the three levels featured. Of course, this sounds much easier than it actually is, and the difficulty level is challenging. Getting to grips with the dash controls and amassing points as you take down this horde of monstrosities. Yes, we have online leaderboards, an old-school gaming hook that still entices you to try to be the best you can, and when you combine that with the twin stick shooting to master, THIS is what’s at the heart of the game. ![]() What Lone Ruin is here for is to give us an arcade style hour long rush, destroying monsters to get our grubby mitts on an ancient power with as many points earned as possible. ![]() It’s certainly not here to give us a ton of options for permanently upgrading weapons, spells, or powers this is no Hades. Lone Ruin isn’t here for us to spend hours progressing through hundreds of rooms with branching paths to a multitude of different areas until the end. But what I started to realise the more I kept playing was that I was missing the point of the game. I didn’t feel any progression from where I kept dying, and I was left wondering how I was supposed to get further on in the game, and this didn’t sit comfortably with me. Here, this doesn’t happen when your time has come, you start again with the same strengths and weaknesses. ![]() The biggest reason is that, like in other games of this genre, your character gets stronger the more runs you complete. During the first few runs, I came away unsure of its longevity. I walked in expecting a usual rougelike experience, and I wasn’t mentally ready for what I found. But we have a few different mechanics in place here to keep you invested. From dashes to shops, secondary weapons and buffs to upgrades, there’s a lot to compare. That’s not to say you won’t see mechanics that you’ve seen in previous rougelikes you will. When you add in the 2D pixel gothic aesthetics, you know you’re in for a one-of-a-kind experience. The first thing that strikes you when you boot up Lone Ruin is the striking colour scheme chosen by the fantastically named Cuddle Monster Games, with shocking neon pink scattered throughout this twin-shooter rougelike.
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