By Nathan Grayson on February 19th, 2014 at 10:00 am.
It’s been only slightly over a week since we first laid eyes on DmC/Bayonetta-meets-roguelike brawler Heart&Slash, and it’s already grown from bright spot on an overcrowded Internet to shiny new Kickstarter hopeful. It looks as spiffy as ever (i.e. one week ago), but now it hearts both you and your wallet. And like most robots, it expresses its nascent emotions through really big weapons, so you should probably fork over a dime or two lest you end up getting hugged a little too hard, if you know what I mean. Video and new info below.
So it’s got the relentless wham, bam, thank-you-ma’am-ing of Bayonetta/DmC, but the pacing and structure of a roguelike. Also, for better or worse the plan is to eschew having a handful of extremely complex weapons in favor of close to 100 markedly different ones with simple-ish control schemes. Personally, I think that’s fine and dandy for a roguelike-like (or a Like-Like-like, which I’m tremendously sad isn’t a thing yet), but it’s a precarious line to walk. Dull each and every blade too much, and all that’s left is a plodding button masher. Spreading depth thin is a risky proposition.
Heart&Slash is already decently far along, with systems nearly fully developed and content the main order of the day. Developer aheartfulofgames is asking for $20,000 on Kickstarter, which really isn’t a lot in the grand scheme of things. The hope is to hire on a few new team members, doggedly pursue a beta by September, and then release the full game in December. It’s already more than halfway to its goal, so things are looking up. Do you lurrrrrrrrrrrrrrrrrrve it?