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回報翻譯問題
You can move up in Covenant (a ranking ladder) which gives you permanent downgrades, unless you choose to move down the Covenant.
https://monster-train.fandom.com/wiki/Save_File_Editing#Editing_Save_File
I think he means like in Hades, you use the mirror of night to unlock permanent upgrades that you don't lose between runs that make you more powerful, not just unlocking usable items.
So no, there are no permanent upgrades, only items to unlock.
So... same as in every other game of this kind.
Really? I just gave an example of another roguelite game that works differently. Or are you too dumb to understand the difference between unlockable items and permanent power upgrades between runs?
The OP is questioning the genre tags, specifically roguelites, not just deck builders. This roguelite works differently to the one in my example, understand now?
If you are this toxic every time you don't understand what people are telling you, you will never learn anything.
I think we can classify games as either Rogue-likes or a Rogue-lies.
Rogue-likes: success of a run depends almost entirely on skill and mastery of the game mechanics, plus luck. There are no meta progression from run to run, except perhaps unlocking new characters & items that are not really better than the one available at game start.
Examples: Monster Train, Slay the Spire, Enter the Gungeon, Nuclear Throne, Spelunky
Rogue-lies: success depends primarily on grinding enough persistent upgrades that carry over from run to run. A travesty of Rogue-likes, the Rogue-lie fools the simple minded by making them believe they beat a real Rogue-like while all they did was "level up" their character until they could finally win.
Examples: Hades, Dead Cells, Rogue Legacy
I just got that stupid, irrational feeling of accomplishment when the sports team I'm supporting scored a goal while I slouched on the couch.
It was a pretty good goal though.
With that out of the way, it is true that roguelite deckbuilding games are pushing the typical definition of roguelite a little, but they are an established genre by now and their heart is in the right place, so to speak. They do use core concepts of roguelite games, in their own distinct way.
For the record, Guillaume is being insanely wrong about where they list some of the games they mention, although the distinction of "player gets better to progress" and "character gets better to progress" games is very true. Both kinds can be fun though.
No they didn't, they asked if it was like other roguelite games. I gave an example of another roguelite that doesn't work this way, proving you're ill informed statement of "all roguelites are the same" to be wrong.
Yet you cared enough to reply. I'm not angry because I'm not informed. Stupid people who can't understand basic concepts even when it is explained to them in the most simple way possible, they make me angry.
There are many different types of meta progressions out there, for example rogue legacy had the exact system the OP has in mind. Binding of Isaac has character and item unlocks, but no in between run power ups (save for a single exception that can sometimes happen). There are even rogue lite/rogue like games out there that have almost no meta progression at all. It is by no means a requirement for this genre, it's just something that's often used because it synergizes well with the nature of the game.