Pylon: Rogue

Pylon: Rogue

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Upon Death
So upon death of your character, you start a complete new game, or does something carry over in each playthrough like levels etc?
Thanks!
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Showing 1-15 of 17 comments
Acreal  [developer] Sep 21 @ 4:52pm 
Item/Character Unlocks will carry over, but that's it.
wsgroves Sep 21 @ 4:53pm 
Meaning, your inventory gets wiped? Apologies, I do not play a ton of roguetype.
Thanks.
Acreal  [developer] Sep 21 @ 4:54pm 
Correct.
wsgroves Sep 21 @ 4:54pm 
Great! Thanks for the info.
Acreal  [developer] Sep 21 @ 4:55pm 
Anytime :D
This sounds terrible.. What is the point of groundhog day mechanics if you never will see the end of the game?
wsgroves Sep 22 @ 10:06am 
Yea Dante, I am kind of in the same boat, and its the reason I have not grabbed this yet. I know how rlike works but I have problems grasping the reasoning.
Acreal  [developer] Sep 22 @ 10:37am 
Rogue-lite mechanics certainly aren't for everyone, so I understand completely if it's just not your cup of tea. But we definitely appreciate you guys taking the time to give it a look!
The thing is the last good Arpg was grim dawn.. everything else has been buggy messes or rogue types in this genre, its very disheartening as these are some of my favorite types of games..

They are just super rare or ruined (to me)..
Last edited by DanteYoda; Sep 22 @ 5:50pm
powbam Sep 22 @ 8:12pm 
Originally posted by wsgroves:
Yea Dante, I am kind of in the same boat, and its the reason I have not grabbed this yet. I know how rlike works but I have problems grasping the reasoning.
It's not terribly difficult to grasp the reasoning. Roguelikes have been around since the early 80's and nearly every genre spawned since that time has been influenced by them in some aspect. Grim Dawn, as mentioned above, is a diablo-like, a sub-genre that (naturally) spawned from Diablo, which spawned from the influence of roguelikes such as Nethack, Angband, Moria, as well as some other genres and is actually very much a rogue-like with the exception of the real-time factor.

http://www.whoinspired.com/wiki/Diablo

My love of diablo-likes can be attributed directly to my love of rogue-likes, procedural generation, RNG,and the "once-you-die-you're-dead" idealogy, which also stems from growing up in the era of Nintendo and Super Mario and only having so many lives etc.

Originally posted by DanteYoda:
This sounds terrible.. What is the point of groundhog day mechanics if you never will see the end of the game?
The point is to build up what you can, learn from your mistakes and the mechanics and get better at the game so that you can see the end of the game. Assuming you will never see the end is kind of final, ya think? Plus it is an assumption only you are making in your own particular case and certainly doesn't speak for others who may very well be assuming they will see the end.
Last edited by powbam; Sep 22 @ 8:25pm
DanteYoda Sep 22 @ 11:37pm 
Originally posted by powbam:
Originally posted by wsgroves:
Yea Dante, I am kind of in the same boat, and its the reason I have not grabbed this yet. I know how rlike works but I have problems grasping the reasoning.
It's not terribly difficult to grasp the reasoning. Roguelikes have been around since the early 80's and nearly every genre spawned since that time has been influenced by them in some aspect. Grim Dawn, as mentioned above, is a diablo-like, a sub-genre that (naturally) spawned from Diablo, which spawned from the influence of roguelikes such as Nethack, Angband, Moria, as well as some other genres and is actually very much a rogue-like with the exception of the real-time factor.

http://www.whoinspired.com/wiki/Diablo

My love of diablo-likes can be attributed directly to my love of rogue-likes, procedural generation, RNG,and the "once-you-die-you're-dead" idealogy, which also stems from growing up in the era of Nintendo and Super Mario and only having so many lives etc.

Originally posted by DanteYoda:
This sounds terrible.. What is the point of groundhog day mechanics if you never will see the end of the game?
The point is to build up what you can, learn from your mistakes and the mechanics and get better at the game so that you can see the end of the game. Assuming you will never see the end is kind of final, ya think? Plus it is an assumption only you are making in your own particular case and certainly doesn't speak for others who may very well be assuming they will see the end.
I grew up with all those as well and i hated the die restart from the begining then too.. If a game didn't have maunal saves i'd drop it after a few mins..

I remember how i hated Cybernoid and Ghosts and Goblins for the same reasons, i never understood why people raved about them..
Last edited by DanteYoda; Sep 22 @ 11:37pm
Kloodge Sep 23 @ 6:53am 
I have never understood the appeal either. It's like starting over in kindergarten every time you flunk a higher grade. But, there apparently is a market for it and there are plenty of other games to play.

I would like to see a traditional action-rpg with these assets in the future, or even a port of the mobile game.
Originally posted by Kloodge:
I have never understood the appeal either. It's like starting over in kindergarten every time you flunk a higher grade. But, there apparently is a market for it and there are plenty of other games to play.

I would like to see a traditional action-rpg with these assets in the future, or even a port of the mobile game.
Agreed completely.
this game sounds awesome deff interested
dev how can i contact you ?
QuantumSquid Interactive  [developer] Sep 27 @ 5:48pm 
@esty was here - This is Tim, Studio Director. How can I help?
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