
"The visuals immediately make Jotunnslayer stand out, a grim fantasy vibe using an isometric camera and a more realistic style compared to the likes of Vampire Survivors. There's a sense that Jotunnslayer is trying to make itself stand out as the triple-A title of the genre, at least in terms of the visuals. But as much as it wants to look more Diablo than Brotato, the shiny aesthetics are overlaid on a pretty simple game that doesn't move the genre forward in any way."
"Jotunnslayer took one look at Hades and decided it wanted a piece of that God action, so it brought in the Norse pantheon. At its core, the loop is simple and familiar: pick a hero, drop into an arena, and carve your way through an onslaught of enemies that quickly goes from being a small party to fucking spring break in terms of size, while hoovering up XP."
Jotunnslayer presents grim fantasy isometric visuals and a realistic art style that aims for a triple-A aesthetic while remaining genre familiar. The gameplay loop centers on selecting a hero, descending into arenas, and surviving escalating hordes while collecting rapid XP and random upgrades. Level-ups grant class skills or divine blessings drawn from the Norse pantheon, enabling active abilities and stacked passive buffs. Runs commonly reach 20+ upgrades within 15–20 minutes. Encounters focus on dodging, strafing, and carving paths through enemies to trigger boss events. Overall design emphasizes polished presentation over innovation within the auto-shooter roguelite template.
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