![]() With the side missions, there are occasionally some that require you to use loot gathered and drop it off. Much like the guns there’s a large variety of moves, which does help in making the combat a little more varied. ![]() Skills are also available for your pilot and can be swapped in and out in the hub. Loot generally affects your ships and what type of weapons they have, how much damage you can take, and movement speed. You can use credits to buy more slots, but a couple of slots is generally enough, as you’ll either sell loot or turn them into blueprints of slightly weaker versions of the weapon. Once a mission is over, each item can then be deposited into your limited inventory space. This is a shame because I liked the concept of making ships using loot obtained from the missions. Drifting Lands sadly uses everything a bit too much. With more levels than is absolutely necessary, the challenge is how to design each level to feel unique in order to prevent reusing content. Sidescrolling shooters are intrinsically designed, but they purposefully have few levels in order to encourage replay value. The fact of the matter is the sheer amount of levels is what ruins Drifting Lands. To me, this is a very unusual oversight as it would have led to much more diverse level design. Gradius for example tends to begin levels with a few waves of enemies, but then changes things up with… oh you know… land? It’s somewhat ironic that a game called Drifting Lands would be devoid of any land-based obstacles. ![]() Sidescrolling shooters tend to have a little more to the level design than just the waves of ships.
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