Quick update for stuff I missed for Soul Knight: There's combat pets. I don't know if there's any difference between them, but I've got the cat, pig and robot so far. They're just free mini-npc helpers. You can still hire NPCs, pets do almost no damage, but free is good. I've got an idea the robot might have a ranged attack while the others are melee only.
There's bows in the game too. Charge 'em up for more damage, representing you pulling the string back further. There's a perk to speed up charging time too. Kind of changes your playstyle from run'n'gun to cover-sniping. Feels good. There's magic staffs too, which tend to be shotgun'ish or multi-directional weapons with elemental effects. Burn, poison, freeze etc. There's tonnes of other stuff, but they're just off the top pf my head on the big groupings I missed.
There's a crate you can buy in your base upgrades, which means you'll always start with another low-end weapon. I thought it was single-use, but after you've bought it (1000 ingame thingies, like the pets) you'll always have it. Makes it easier to decide on character build perk choices, and you'll never be stuck with just the starter pistol. Shotties, better pistols and assault rifles in it for the most part, but they're useful for the first few floors. Random, but it gets you going if the RNG is screwing you on weapon crates and shops.
There's also a safe that gives you a few coins to start with (handy for early floor purchases, even 2-4 gold can make the difference), and a book that ups your critical chance (I'm not sure, but that might be the melee looking stat on characters and weapons. The last one. More is better and there's a perk for criticals being piercing shots as well).
Oh, and the Wizard character is awesome. A little squishy, hopeless in melee, but amazingly useful. Chain lightning FTW! It's like you've got a good spare ammo-less weapon at all times, and it's the perfect opener to any fight. They might have to tweak the cooldown a bit, because you can often use it 2-4 times per room (whereas the knight might only get 1-2 uses of dual wield. Then again, he scales with the weapons used and the lightning doesn't. Dual wield is far better for bosses too).
There's statues/shrines that you can worship at too. I don't know what they all do, but the Knight one gives you an occasional free NPC melee helper randomly for one room (they don't stick around, but they do respawn in other random rooms), the Assassin one (or was it rogue?) lets you fling a fan of knives every once in a while, the Elf one gives you a whole room radius blast effect when you use your special (only 2'ish damage, but it might be nice on the rogue or wizard character) and the Magician one gives 4 free homing projectiles per special use (do unto others as they have done unto you). There's a fair few, and they're about the cost of an NPC hire for the buff they give.
Oh yeah, there's chest mimics too. It scares the crap out of you the first time, and they're pretty tough (and in a small room with no cover). Shoot lots. Keep shooting. Don't stop shooting. And hope your armour can take the damage. Evil bastard mimics.
Character upgrades seem to go: +1 armour, +1 health, +20 max energy, -cooldown(?), +skill time/damage(?). Not sure on the order of the last two. But the Knight's dual wield burst lasts long enough to get through two waves in a room, and who doesn't want more chain-lightning damage to soften everything up into 1-2 shot range? Even the +20 energy is great for the Paladin (who's huge limitation is ammo). It makes it slightly easier, but I got to the second boss with only the first upgrade on the Knight, and still haven't gotten further with them all on him now. I'm pretty bad at taking cover
Weapons seem to go white, green(>?), blue(<?) orange, red for "order of rarity". Probably. There may have been a yellow in there too. Reverse Wonderboy II health order or something for weapon rarity? A rainbow of killy fun. This doesn't actually give you any idea of its power or usefulness, but I tend to pick up or buy most things until I know what they are. Try them in a room or two if you don't know. You can always swap back afterwards. Thank god for a universal ammo pool. You can actually use whatever you find (though not necessarily all the time. Just mostly, if you like it).
My sad progression (there's only three full levels so far):
Got to 2-5 and died on the big robot boss with the knight character. Had a frost sword and a nasty laser. Was using a splitter cannon before then (think the flak cannon secondary fire from Unreal Tournament) but couldn't resist the freezing effect. Dual wielding twin frost swords was too cool to pass up. Damn near killed him with it too.
Did it again with a sniper rifle and a big homing rocket launcher. Died again......
Got there again, with a Shotgun Pro (tight spread shotty) and a Glacier (freeze on crit sniper rifle, 48% crit with my perks) and killed him. But died to the last few bullets bouncing around. Grrrrrr. I might record an EveryPlay thing so others can feel my pain
I'll add more features as I find them.
A couple of youTube vids of early gameplay (I play way more riskily than this):
https://m.youtube.com/watch?v=6M5uFcMweBs (yep, there's a tutorial)
https://m.youtube.com/watch?v=KKpNDsv010o (this one's up to the first boss, though there's the Grand Magician instead of the Knight sometimes as well)
https://m.youtube.com/watch?v=lxyk4kBLxh0 (seems to be on bluestacks/NOX, so movement isn't great, but there's a bit of melee gameplay with a pitchfork)