Lootastic.

Wizard needs food. Badly. Also Loot.

In 1985, when playing video games meant getting out of your house and walking into a arcade, there was a game called Gauntlet. And it was good. Today your phone has many, many times th power of those old arcade cabinets, but there is something to be said for the pure and simple gameplay that they contained. Orange Pixel captured a lot of that feel of "action dungeon crawler in Heroes of Loot.  Now they are back building on the formula with Heroes of Loot 2 - and it is a much better, more modern experience while still retaining the fast run-and-gun pace of the original.

Heroes of Loot 2 unapologetically places the four exact character classes of Gauntlet (Warrior, Wizard, Valkyrie and Elf) back into the throws of danger in their game series. Cute cut scenes reinforce the tongue-in-cheek setting of their sequel, and make you feel for these four dumb souls as they dive back toward their doom. In this iteration of the game Orange Pixel allows you to control two characters at the same time switching between the two by pressing the "A" button.  It makes things a bit more frantic as you travel through the dungeon, as sometimes you need a different weapon to progress.

As in most "Gauntlet-Like" games, you are frequently spamming the "fire" button to throw a constant stream of your weapon of choice towards the enemy, but when the action gets frantic your thumb can "drift" off the button since it is a flat touch screen. Over time you get used to this, but man this is a game that begs for a controller. 

The game itself is beautifully crafted in a retro sort of way and the pixel art is spot-on with just the right touch of whimsy. The graphics did seem a touch dark when there was no torchlight in rooms. While I'm sure this is by design, they do include a brightness setting and cranking that up made the game more enjoyable.

As a sequel, Orange Pixel has enhanced the game with new features that add depth and replayability. Secret rooms and teleportation between floors reduce the monotony of the procedurally generated maze, and allowing players to keep spells between games give players something to work for. Even after dying in the dungeon I felt like I had inched slightly closer to success by earning some experience and spells for my band of four explorers.