Feb 12, 2014The reason to play Our Darker Purpose is for a hopeful sense of what it might eventually become if the developers at Avidly Wild Games can make it less ponderous. Because it looks and sounds great, with scads of insidious Victorian style where Binding of Isaac has only its weird coarseness.
Mixed or average reviews- based on 20 Ratings
Jan 31, 2014I'm about 5 hours into Our Darker Purpose, and there are several additions to the rogue-like formula that I'm really enjoying. Movement aroundI'm about 5 hours into Our Darker Purpose, and there are several additions to the rogue-like formula that I'm really enjoying. Movement around the levels plays a lot like Binding of Isaac, however they have added a roll for your character that you will need to master to dodge enemies and projectiles. You also start with some juice boxes which serve as potions and chalk which appears to work as a smokescreen/small aoe attack. Experience is gained from defeating foes as you move through the levels, however leveling up doesn't seem to directly raise your stats. Instead you get a choice between one of two randomly selected books to read, which will increase things like damage or attack range, or add some interesting effects like extra drops or more sub-bosses on each level. At completion of each floor you get a grade based on how well you played, and if you score highly you will get extra credits that can be redeemed between playthroughs. Credits function as a currency in the menus to buy extra skills/abilities based on what lessons you have unlocked, which are selected and equipped in based on how many periods you have available. The second use for credits is to donate then to your guidance counselor, which will grant you permanent increases (similar to rogue legacy's castle design, but much more basic).
If all this sounds like a lot to process, its streamlined pretty well and works with the game. The developers have tried adding more flavor to the game by creating stories for each boss and descriptions of the levels before you start them. Also between levels you can choose a path, kind of like in the old NES castlevania games, which can have attributes like more money dropped or no sub bosses. It gives you a little bit of leeway in deciding what type of dungeon you want to tackle next.
Overall I'm enjoying Our Darker Purpose. If you've played games like Binding of Isaac and Rogue Legacy you know what to expect, the art and story is dark and spooky which I find enjoyable, and gameplay definitely involves skill to make it to the higher floors. If you are a fan of the genre I'd say give it a shot.… Full Review »
Jan 31, 2014This is a blatant Binding of Isaac rip off, in terms of game mechanics, scenery, music etc. And I am perfectly OK with that because it does itThis is a blatant Binding of Isaac rip off, in terms of game mechanics, scenery, music etc. And I am perfectly OK with that because it does it well. It brings new thing to the formula such as perks, dodge mechanics, choosing your levels etc. There are a few gimmicks which could have easily been added and for which I am subtracting one point: more graphic options, use of mouse for shooting, worn items changing character appearance. This game is fun and enjoyable non the least, of course it is sometimes merciless and cruel and unpredictable ... if you are not alright with that don't get this game. But if you like action rogue-likes than this is a MUST have.… Full Review »
Feb 28, 2014Our Darker Purpose is what many would call a "Binding of Isaac ripoff" I really wish that were the case, because if it were the fundamentalOur Darker Purpose is what many would call a "Binding of Isaac ripoff" I really wish that were the case, because if it were the fundamental mechanics of ODP would be sound...sadly, they aren't. Two glaring issues in particular wreck the whole game.
What horrible wasted potential, too. The art style and many of the design decisions are provocative...and, like The Binding of Isaac, this had some truly awesome potential as a "rogue-lite" experience...but two things completely screw it up. Hear me out...
Firstly, the hit boxes. I've heard some people complain about inaccurate hitbox detection, but the real problem I see are the shapes of the said hitboxes themselves.
In The Binding of Isaac, the player is by design small with a circular head so that the player's hitbox can be a perfect square (projectiles can pass through the lower part of the feet). Long story short? Isaac was pretty close to an even, square, hitbox.
But, in ODP, the player's hitbox is rectangular...meaning the player is more susceptible to damage from the left and right side because the hitbox is wider there. This is kind of an annoyance, and I am guessing it's not by intentional design.
The other big problem is the dodge mechanic. Sounds fun and useful, but simply "speeding up" doesn't make a dodge mechanic useful. Most dodge mechanics add a split-second of vulnerability...otherwise you wouldn't use them, as you'd be flinging yourself into damage.
In ODP, the dodge mechanic just tosses you into danger. There is no window of invulnerability even though, oddly enough, there is a cooldown on the mechanic itself. But, the amount of projectiles on screen at times is almost reminiscent of bullet hell shmups, and using the dodge mechanic is almost certainly more likely to get you hit than anything else.
The only exception is when trying to outrun enemies that are faster than you, it is useful...but if tBoI got away without a dodge, why bother with it here if it's not really useful?
I just don't see how botching the combat this badly could be by design...but either way, it kinda messes up what could have been a great game.… Full Review »