


As a result, every time you find something new, the question becomes “Am I 100% sure that this is going to be better than one of the things I’m already carrying?”, for which the answer is almost always “No”.ĭepending on your playstyle, monster resurrection can sometimes be a little bit more fluid, at least in the short term. When you replace something you’re carrying with something you’ve found, the original item is immediately lost forever, so there’s no choice to take the new thing and try it out for a bit, leaving the old one lying on the ground ready to be reclaimed if you decide you don’t like the replacement. Once you’ve found a loadout that you like-which will usually happen before you even finish the first floor of the dungeon-there’s very little incentive to swap out something you’re familiar with for something you’re not. Weapons, magic spells, individual consumables, accessories with passive upgrades, and revived monsters each take up one of those item slots. The biggest issue is item space: you can only ever carry three items on you at a time (in addition to a basic sword), and those three spaces are used for everything. Sword of the Necromancer tries to follow that mold with a unique quirk-the ability to revive fallen enemies and use them as your minions-but it’s surrounding systems are too limited and too restrictive to ever let it really hit that roguelike sweet spot. What makes the best of the genre work so well is the way they encourage experimentation with different weapons, different items, different builds-driven in part by necessity and in part by a game loop that gives you a good reason to not just stick to the same old thing. There’s a lot more to a good roguelike than just permanent death and randomised dungeons.
