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I understand a fire weapon can play like its poison version. But combine that with Blessings and Relics and you now have a lot of synergyes and play styles. :)
I'm saying that roguelikes (something that has a very specific definition I'll remind you and characterized by level randomization, permanent death, and turn-based movement) and roguelites are not the same. Roguelikes have massive amounts of variety and can get away with repeated runs because of it. Roguelites do not have that degree of variety and thus should not be trying to rely on the same gameplay. Because a Roguelike is all about each run being different and likely ending in death, where as a roguelite generally has very similar runs each time and wants you to actually finish the game.
And no, it really doesn't. I understand I might get, you know, a curse that makes it so I don't take extra damage in the dark, and an artifact that makes me deal 15% more damage in the dark. And that might change my playstyle. Or maybe I'll get a weapon that lights enemies on fire, and a weapon that deals critical damage to burning enemies, and that might change my playstyle. But the changes are VERY small. I'm not gonna be completely revising how I play, I'm just gonna be hitting them with one weapon then the other to combo. Meanwhile a roguelike has more build variety and game changing choices on the character creation screen than this game does in its entire playtime.
I mean in caves of qud I can be anything from a defrosted space marine to a mutated spider person that generates sleep gas and teleports short distances. And thats just character creation. In this you can...have a pistol or a bow. Woo.
In terms of how to increase variety...well you can do one of two things. Either keep the gameplay as it is and remove or lower the incessant grinding, or make it so that each option is pretty radically different from the others. In the first case you can keep samey gameplay but its acceptable because you're making progress, seeing different things, and the frustration of doing the same thing over and over is reduced. In the second case, where every weapon or gameplay option plays very differently, the grind is more acceptable because it makes the repeated expeditions feel meaningfully different, since you have to dramatically change how you play every time. Hades attempts this by giving you a few different weapons to choose from, each with different stats and methods of play. I'd argue they don't go far enough, but its a start.
Curses are more a changing factor in gameplay than any of the player choices.
If you made it so that say...firing the gun didn't require stamina but had to be relatively slowly reloaded after X number of shots, and the bow needed stamina but had no shot limit, that would be a difference. Or maybe make it so bows are universally more powerful than guns, but they have a limited number of arrows and those arrows stick in their targets and can only be regained by killing that target.
You know, something.
But honestly you're coming at it the wrong way, with the wrong expectations. The reason the old timey roguelikes needed more variety was because the actual gameplay wasn't that compelling. The interesting part of Curse and the others you mentioned is the actual moment-to-moment decisions and muscle memory you develop, and then applying those to slightly different (but still challenging) situations.
I don't know where you have the idea you need to play "hundreds of hours" to unlock everything in Curse. But like I said, if you're not actually enjoying the GAMEPLAY part of the GAME, then yeah I could see being confused on why twin stick roguelites are so popular. Basically if you're not actually enjoying playing the game, no amount of new enemies and environments will change that, it'll just delay your realization of it.
I mean, what you are saying doesn’t really related to what he said. Did he said that he doesn’t enjoy the GAMEPLAY part of the game, or is it just your assumption? What you said doesn’t really make any sense and only base on your assumption, while, on the other hand, what he said really does make sense and he even gave a bunch of examples for it.
GAMEPLAY is an important part, but it really isn’t an excuse for a game to be repetitive. You can praise the game as much as you want, and surely you are correct about it, it doesn’t really have anything to do with the fact that each run feels very same-ish. GAMEPLAY can only helps for a certain part, but there is a limit of how much it can affects your enjoyment. If the run doesn’t have a lot of variety, then after a while it will become repetitive to play the game.
And no, the GAMEPLAY of BoI, Etg, spelunky, ... are gold even if it’s not complicated. And yet it has a bunch of variety that makes each run feel different enough.
To clarify, I haven’t own this game yet, but I have watched a bunch of people playing the game, and it in fact does feel quite repetitive. Just cross the forums for some research, and after a while I come to the conclusion that it does have the same problem with Hades and Dead Cell. Yeah, the gameplay of this game is very good from what I have seen, and I can say the same thing with both Hades and Dead Cells (which I owns). Hades and Dead Cells have the best combat in any rogue-lite I have ever played, no doubt about that, but after like 20 hours in each game, it’s just get boring to play. Was looking if this game has something to improve the problem, and now I have the answer.
The actual moment to moment gameplay is fine, the issue is that it cannot hold up for the amount of time the game intends you to play it. The game expects you to do many runs of the same thing, getting better and making it further until you can do the final exploration. However, the fact that there are a handful of enemies, a handful of weapons, and a each full run can last quite a while means you're effectively playing the same level, with the same weapons, over and over again.
If this game were a standard action adventure game, moving through different hand crafted levels towards a final boss, it would be fine. Because you'd have changing levels, different enemies, etc it would be fine. But it doesn't. It has like 10 enemies total (maybe 4 or so of which you see constantly) and two themes for its levels. Its not enough for me to grind up crystal skulls to unlock things with dozens of runs.
Ah yeah, different strokes for different folks I guess. ~30 hours of my playtime was just with the first temple, before they even had the three special subtype runs per difficulty. Not sure how long the devs intend a person to play, but I'll get at least 100 hours out of this game easily. Just depends on the person, no different from how I got 500 hours out of Vermintide 2, and initially it only had 13 maps and a similar number of enemies as Curse will have in the end.
Also if you're effectively playing the same level with the same weapons over and over then it should be a piece of cake to reach the final exploration, right? :P