
Rake In The Grass has been making very meaty, very polished fusions of arcade spectacle and thinking optimization. The best example was the immortal Jets'n'Guns, which has gotten plenty of replay even though its myriad combinations suffer from some balancing issues. Larva Mortus gives you a similar dish: repetitive action fused with RPG elements, mixed with a horror aesthetic that comes off somewhere between H.P. Lovecraft and the Vincent Price monologue from Thriller. As your revolver bullets tear into zombie flesh, faces of demons flash over screen, psychologically interesting the first time, then eventually an obfuscation challenge. It feels badass like Jets but without the tongue-in-cheek satire; the procedurally generated levels put you in a Sisyphean loop while you earnestly send demons back to hell.
Mechanically the RPG elements suffer from balancing issues but unlike the issues in Jets, the number of components aren´t as numerous so the gaps are more noticeable. You have seven skills that can be upgraded each time you gain a level: health, health regain rate, time affected by status ailments, probability of item drops, damage dealt by the melee weapon, walk speed, and the XP bonus. Now, I´m a finance geek; when I play Tower Defense games and I see bonuses for like a Tesla Tower, a Flamethrower Tower, and then a 10% interest bonus, I´m like "hey, let me at that 10%". The first time through I went for the deferred trade-off of more skill dependence early on for greater power later. The problem is that XP pay-offs don´t scale much between enemies, while the amount of XP you need per level gain grows in a logarithmic fashion (technically it moves in a graded steps, but the regression is logarithmic). So if you invest a lot of skill points into more XP, you can´t really get ahead and end up wasting most of your bonuses. Luck and regeneration are similarly disposable; since the odds can be churned and you can wait to heal for as long as your patience allows, they´re mostly conveniences. The melee weapon is the only one whose damage scales, but it also carries the most risk, so you need to invest the majority of your points into it to get a real balance there. There is therefore a dominant strategy in putting all your points in walk speed and health with a few in status resistance.
Still, the basic gameplay is pretty satisfying, the pathy map generators keep tickling some basic maze-crawler left over from paleolithic evolution, and the leveling and items are compelling enough to keep you trucking. If you´re in the mood for these kind of grind-fests then you regret the trek into the underworld.





















