Just one Sentinel and a single stage are available from the outset, with additional Sentinels required to be found and freed from metal cages. Crowd control, enemy avoidance, and shrewd decision making will see you beat the timer and emerge victorious. Upon levelling up – something that happens regularly – an upgrade or ability must be chosen, and it’s vital to balance offence with defence so that when waves of enemies start to fill the screen, you’re well equipped to deal with whatever comes your way. Every defeated enemy drops an XP token, which must be gathered putting a focus on moving around the map to avoid enemies while collecting XP. An assortment of enemy types attack in groups, becoming larger and more ferocious as time passes. Your chosen character attacks automatically, leaving just movement under your control. It makes sense to detail what a Vampire Survivors clone (or an ‘auto-gunner’ to use the term in the product description here) entails. Upon zooming the camera out, it closer resembles something contemporary. Character models are rather angular, while the environments are thinly coated in pixelated textures. Presumably to help the engine cope when things become hectic, a low-poly PSone aesthetic has been chosen here. Twin-stick shooter REMEDIUM is due later this year, with screenshots suggesting richer and more detailed visuals than those found in this spin-off. It also ties into another game, albeit one yet to launch. REMEDIUM: Sentinels stands out from the forever growing crowd by featuring 3D visuals and putting players in control of a primitive Sentinel – a steam-powered mech designed to eradicate festering, plague-ridden, humans and other creatures. This was clearly due to their simplistic nature, with the first batch of clones mimicking the retro-style pixel art and low-fi menus. Whereas Souls-likes took a year or two to surface following the critical and commercial success of Dark Souls, games looking to replicate Vampire Survivor’s winning formula started to appear within months.
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