13Z Zodiac Trials Second Beta Preview – A Promising Yet Imperfect Roguelike Experience

Indie games have been delivering some unique takes on well-established genres, and 13Z Zodiac Trials is no exception. The second beta of this cooperative roguelike hack-and-slash left me with plenty to think about—both in terms of what it gets right and where it still needs refinement.

Aesthetics and Visuals: Strong Art Direction but Lacking Weight

One of the first things that stood out to me about 13Z was its visuals. The game boasts a striking art direction, with an aesthetic that immediately grabs attention. The environments and character designs are appealing, and there’s a clear sense of style at play. However, while the game looks great, the animations feel somewhat lacking in impact. Movements, particularly jumps, can feel overly floaty, which makes platforming and traversal less satisfying than they could be.

Performance and Combat: Good but Needs Refinement

Performance-wise, the game runs well for the most part. I noticed stable frame rates during my session, though there were some occasional dips. Nothing game-breaking, but worth mentioning.

The combat system itself has a solid foundation. The mechanics are enjoyable, but they suffer from a lack of weight and impact. One major issue is the absence of hitstop—a slight pause upon landing an attack—which makes every strike feel light and ineffective. Enemies don’t seem to experience hitstun either, which removes a sense of responsiveness from fights. This makes encounters feel less dynamic and engaging, as attacks don’t have the visceral feedback you’d expect from a high-action combat system.

Roguelike Elements and Progression: A Fun System with Exciting Transformations

On the roguelike side, I think 13Z implements some great ideas. The elemental bonuses and power-ups you acquire as you progress add a fun layer of strategy, making each run feel fresh. One of my favorite aspects was transforming into a fox while dashing—a mechanic that immediately reminded me of Panther Mode in Bayonetta 2. It’s a small touch, but it adds flair to movement and makes traversal feel more stylish.

While the game takes clear inspiration from Devil May Cry, I actually found it played more like Kingdom Hearts in terms of combat flow and movement. The action is fast-paced, but it doesn’t quite reach the same level of precision and weight found in DMC.

Defensive Options and the Counter System: A Little Too Forgiving

Defensive mechanics in 13Z feel solid, but the parry and counter system could use some adjustments. Right now, it seems too easy to trigger a counter, even when an enemy isn’t directly nearby. As long as an attack is registered in the game, pressing the counter button allows you to respond, making this system highly exploitable.

Once again, I think introducing hitstop and hitstun could improve the overall feel of combat. It would add more weight to both offensive and defensive maneuvers, making battles feel more deliberate and engaging.

Final Thoughts: A Strong Foundation That Needs Refinement

Overall, I had a good time with the 13Z beta. While I played solo, I can see this game being even more enjoyable with friends—co-op roguelikes aren’t as common, and 13Z has the potential to fill that niche.

That said, the game needs some refinement in execution. The combat, while fun, lacks impact due to animation and enemy feedback issues. The counter system feels a little too forgiving, and the platforming could use some tightening up. However, the roguelike progression and elemental abilities are a highlight, and the overall experience remains promising.

If the developers can fine-tune the animations, add proper hitstop and hitstun, and tweak the counter system, 13Z could evolve into something truly special. As it stands, the beta showcases a game with a strong foundation—one that, with some polish, could become an engaging and memorable co-op roguelike.

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