The robots are actually less of a threat here. Before anybody comes for me I’m totally aware that you can turn the flashing down in the settings which, to be honest, is a massive plus. No having a bigger screen wouldn’t have helped, I really don’t need blinding in a larger format, thanks. Coming back to my point about playing this in handheld mode. All of this is accompanied by a multi-colored pulsing background that after a bit starts searing itself into your eyeballs. Turrets are other colored blocks and the obstacles are … well you get the picture. The enemies are virtually indistinguishable from each other, they’re robot shaped but other than a bit of color variation that’s about it. What we have here are collections of blocks moving around other geometric objects. I get the desire to go for something truly retro and I’m all up for that but there were certain things that sucked the first time round and seizure-inducing graphics were one of them. The graphics look like something that could have been pulled off a ZX Spectrum or C64. ![]() ![]() As we dissect things more you’ll see that personal taste is going to be a big factor in this one. Let’s set this aside for a moment, though, and look at the nuts and bolts. If this is the case then you’re playing Rainbow Laser Disco Dungeon from a completely different angle and I think you’ll probably have an awful lot of fun with it. If you’re playing for those big scores then the procedural element is going to be far less important and if you aren’t playing with an objective-based outlook you’re far more interested in staying alive and racking up your score. In this game, you have an ultimate objective, and the levels are procedural but there isn’t enough to warrant going back once that objective is met unless you’re playing it as an arcade shooter. I won’t go back looking for high scores unless it’s under very specific circumstances, I’m playing something like Tetris for example in which it’s the entire point to keep replaying. Once I’ve completed a game I either go back because I’ve unlocked reasons to continue playing, (new storylines for instance,) or because new objectives have been uncovered from my first playthrough. I’ve never been a huge fan of arcade-styled score attacks because that’s not the reason I play for. As a roguelike fan, I went into this game looking for a procedurally generated experience that was objective-driven. This is a title that will be fun depending on your expectations going into it and what you look for in a title. Rainbow Laser Disco Dungeon is a game of two halves, for me at least. In theory, it’s still the same game but smaller, right? This being said, any game should still be fun regardless of how you’re experiencing it, so if the core is there we should be fine. My opinion might also be getting colored slightly by the way I’m playing, so please take that into account while you’re reading this review. This means that I won’t be looking at aspect ratios or mentioning how it will look on a full screen. I’m going to start with a little disclaimer here. ![]() Is this a title that deserves to be gracing your Switch-controlled screens? Well, that remains to be seen, doesn’t it? The title we’ll be taking a closer look at is Rainbow Laser Disco Dungeon. I couldn’t possibly go games shopping without bringing you lot with me so here we are. ![]() This is obviously an absolute travesty and had to be rectified immediately. I realized just the other day that I didn’t have anything of a roguelike nature in my Switch library.
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