Death or Treat somehow falls into both pits. You’re playing a spreadsheet rather than an authored game. The pitfalls with procedural generation are in the level design: offer too few variations and things get boring quickly offer too many, and it can feel like you’re wandering through randomly assorted tiles that don’t coalesce into a fun level. Procedurally generated roguelikes are tough to get right, too. Yet, it’s about the level of humour that Death or Treat has to offer: every single interaction with another character has lengthy, unskippable dialogue that’s filled with much-the-same, and we became increasingly detached from events. It’s lazy name-checking coupled with yawnsome puns. Your enemies are Darkchat, Deviltube and RipTok, owned by Clark Fackerberg, founder of FaceBoo!, who is selling Storyum: a kind of story-based drug that is turning everyone into ghostly zombies.Īside from the confusing jumble of names and ideas, it just makes us groan. You play Scary, a ghost who owns GhostMart, a sticks-and-mortar Halloween shop that also doubles up as the game’s hub. Maybe we didn’t choose ‘Treat’ after all. There’s spirit (hur-hur) and ambition here, but we just found ourselves groaning like a zombie at the rest. We’d love to say that we fell in love with the rest of Death or Treat as much as we did with the art style, but we can’t.
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