Like Gatsby, I guess I know the power of the green light.
Out on the dock, down in the dungeon - the light!
I reach for it.
I can’t wait.
It’s not love.
It’s better than love.
It’s - wait!
It’s only the chance to split my fireballs into three and ping them all off in different directions.
You kill, and you get more powerful as you kill.
More XP, which means levels and skill points.
More of an understanding, perhaps, of how the game likes to stage a fight.
Fuses are not armour or weapons.
If you’re like - HEY!
That sounds like the Rune system promised and then not used forDiablo 3!
- you’re kind of right.
Diablo 3 was to have hundreds of runes you could slot into any skill and get a result.
A frog attack might become a rain of frogs or flaming frogs or one giant frog!
But that never happened.
It hasn’t quite happened here, either, but it’s still pretty cool.
Runes - sorry, Fuses - slot into a skill and make it behave differently.
Maybe the fireball divides in three.
Maybe it pings off in a zig zag.
They can give you greater cash rewards for kills or set things on fire.
You know these games.
I wait for town to try on new armour.
I might even wait for town to spend skill points.
But when a fuse appears I stop everything.
But they only became truly fun when the fuses came into play.
That’s the point of fuses, I guess.
Maybe it’s enough!
Two skill trees here: metal and minions.
It’s fun, and I’m still looking for the fuses.
I’m dreaming of what the next fuse will do to my minions.
The bitey one, and the decoy!
Beyond the fuses, Superfuse is a wonderfully straight ahead action RPG.
There are towns where you pick up quests and sell loot.
There are procedural areas to explore, Roomba-ing about for XP.
I’m always in the market for a new action RPG and Superfuse is generous and fun.
A different approach to classes!