Skul: The Hero Slayer Review (jokoala102)
This game reminds me a lot of Dead Cells, but with more moveset customization and (in my opinion) a slightly more interesting story. It doesn't have the whole "route" area thing (like how if you go to the Sewers you can go to the Ancient Sewers and all that) that Dead Cells had, rather it's just the same 5 areas in a row. The game is great (coming from someone who has played lots of roguelikes, like Enter the Gungeon, Dead Cells, etc.) but I have two problems with it:
Problem 1: It does not have as many accessibility options as Dead Cells does. Given, Dead Cells didn't have many to start with either, but then they added the 'Breaking Barriers' update to make the game enjoyable to people of all skill levels. THIS GAME DOES NOT HAVE THAT. On base difficulty, you get one option to make the game easier, and it only reduces enemy damage by 50%. On higher difficulties (called "Dark Mirror" levels, this game's version of Boss Stem Cells) that option is no longer available (at least I think so, I only did a little bit of testing with it). The game ends up being pretty difficult as a result, so if you had difficulty with Dead Cells, I don't think I'd recommend buying this game at full price.
Problem 2: The game has two different damage types (physical and magical) that the player can deal, and those scale separately. Though it sounds logical at first, it can lead to a few problems. For example, if the items you've picked up so far are really skewed towards magic attack, and then you find a physical attack-based skull that you enjoy using, you have two options: either recycle it in hopes of upgrading your current skulls (by the way recycling is a skill tree upgrade), or you could pick it up and hope to find items that will boost your magical attack stat. Either option isn't too desirable, so it leads to frustration at times.
Outside of those two problems, there are many things that the game does well. You can upgrade your "hub" (starting point for your runs) by rescuing NPCs during your runs, who will then help you by giving you things at the start of your future runs. I personally feel that this kind of progression is an absolutely vital part of many roguelikes. As for aesthetic, it's overall done well. The music is really good, the HUD isn't too cluttered, and the pixel art reminds me of Dead Cells' art style. Also, you can see every single character stat in the character menu, from your max health to your dash cooldown speed.
I know I've spent a lot of this review comparing the game to Dead Cells. THAT IS NOT BECAUSE THIS GAME IS A DEAD CELLS CLONE. Dead Cells is just a game in the same genre that I also enjoyed and many people know about, so it's helpful to use as an example of what this game does good and what it doesn't do so good at. (If I were writing a review about Apex Legends, I'd use Fortnite as an example.) The two games do have a few things in common, but Skul does enough things differently to set itself apart.
TLDR: the game is great, besides for a few issues here and there. Still, if you enjoy roguelikes, I'd definitely recommend this game. $20 is a little overpriced for this game, so I'd wait till it goes on sale to buy it. Still an amazing roguelike and one of my all-time favorites. 9/10