Certain weapons can be improved by purchasing enhancements that may add +1 to its Attack and players themselves can enhance their own stats with certain items, such as an eye accessory with a +1 Crit buff. Swapping back to melee is as easy as releasing the right-click to begin swatting with a bat (or sword, or club, or claws) via left-click once more. To utilize a ranged weapon, players only have to right-click and hold on the mouse to activate aiming, and fire by left-clicking. The game’s combat is in real time, and when triggered, your character will automatically draw their melee weapon for rapid response to an approaching enemy. Utilizing all of these elements is seamless. Stealth is also an option, one that opens opportunity not only to avoid combat, but to gain the advantage by backstabbing and weakening an opponent. Players have other elements at hand, such as abilities that shock an opponent to stun them, or summons a flesh minion to fight on their behalf. Death is frequent and expected-but rarely frustrating. Bullets are difficult to come by at first, but getting close enough to thwack a lumbering creature on the noggin risks severe injury. The landscape isn’t punishing, but it isn’t a walk in the park, either. Every corner and pocket of the game is carefully thought out and well utilized. Random encounters often pop up that may lead to combat (though sneaking away unscathed is an option) or just helping a lost fellow find their way. Players also can move anywhere within the bounds of the map-while clicking on points of interest will fast track them from one spot to the next, you are also free to click anywhere on the map to move as you wish, finding new areas and scrounging up resources. It is highly detailed, giving players a clear indication of where they’re going and more or less what to expect out of certain points of interest. The overworld map is one of my favorite designed elements of the game. Granted, it may or may not make friends by consuming them to process their personhood, but it’s the thought that counts, right? If I could feed it all the looters I had to murder during the course of the game, the Fleshkraken and I would probably be BFFs by now. One of the first larger intelligent creatures the player encounters, the Fleshkraken is an enormous, tentacled mass of flesh with shiny black eyes who communicates, just barely, one word at a time. Stumbling humanoids chase after you and may even explode if they feel too threatened.Īnd don’t even get me started on the Fleshkraken. A very horny mass of bulbous flesh with a woman’s head disses you for trying to hit her up. A bar is accessed by walking through an enormous, dead creature’s maw. The fleshy mounds growing out of the ground may be gross, but they’re incredibly detailed, like vines creeping across the ground. NPCs both friendly and hostile roam the world, and may even have banter with one another (sometimes plot specific, such as swearing at a door they’re locked behind). Players must kill Fleshworms for meat and loot corpses for weapons to survive their trek to small pockets of civilization, and avoid (or gun down) rogue looters and survivalists along the way.ĭeath Trash may be a pixel-style game but it does not skimp on gorgeous (if gory and grody) environments and setting design. After customizing the character’s appearance and base stats, players are thrust out of a cushy, squeaky clean living environment underground and thrust onto the surface where humans, monsters, and gigantic sentient flesh blobs abound. Weaving together an unforgiving post-apocalyptic setting, cyberpunk style elements, characters both human and otherworldly, and a little bit of puking, the game takes inspiration from several classic RPG sources yet stands on its own two feet as an entirely unique experience. The story of Death Trash is, as mentioned previously, a cosmic horror RPG.
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