
On the other hand, he's far more fragile than John and more likely to die at the hand of snipers.Ĭharacters gain power in a few ways. Kevin the rogue, on the other hand, deals tons of damage and can buzz-saw through enemies and turn invisible. He's great at holding chokeholds but poor if he gets surrounded. John, the patriarch and the aforementioned tank, has a shield to block attacks and a long broadsword. The nice thing is that each one plays significantly different from the others. You have a long-distance archer, a peppy fire mage, a dashing monk, a stealthy rogue, and a shield-bearing tank. The Bergsons are a busy family, and each member tends to fill a distinct niche. Death isn't always a bad thing sometimes, you need to die for the subplots to advance, unlocking new features or playable characters. You return to the house with the gold you collected. Aside from that and having to restart the dungeon segment, there isn't a huge punishment for dying.

Trinkets often offer nice bonuses, but they're randomized and far from necessary, so you're encouraged to not depend on them. Dying (or finishing a segment of dungeon) causes you to lose any trinkets you collected. Morta is a roguelike, but it's not hugely punishing. One nice feature is that it offers local co-op, so you can bring multiple characters into the dungeons at one time. It will probably feel familiar to people who know the genre, but that's not a bad thing.

Combat is largely twin-stick shooter/slasher style, with cooldown-based skills and a few character-specific tweaks. You enter a randomly generated dungeon and slay your way through hordes of enemies while collecting gold and trinkets and earning EXP. At its core, Children of Morta is a Diablo-style roguelike.
