Scourgebringer is Dead Cells meets Celeste, and it's fantastic
Scourgebringer's Gamescom demo is about twenty minutes long. This doesn't explain why I've put about five hours into it so far. I'm intoxicated. This game is intoxicating. And it's so simple. And so direct. I love it already. I want more.
How simple is it? Scourgebringer is movement and connection. You zip around pixelly 2D dungeons, moving from one procedurally scrambled room to the next, waiting for the doors to lock you in and the enemies to spawn. Some enemies stick to the walls and fire bullets as they race back and forth. Others hover and take their time before striking. Some are swarms of bees. Some are pink slugs with teeth. It's all very unfriendly.
But you may be the unfriendliest of the lot. Light attack, heavy attack, gun that recharges as you do melee damage: it's quite a lot to take in at first. But there's also a dash attack that combines with wall-running and a generous in-air time to make movement as much a part of your arsenal as the weapons you're using. And there's a screen-finishing mega attack for when you're really screwed.
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