Hades
sosage 2020년 5월 7일 오후 11시 32분
Any permanent progression or FULL Roguelike?
Hi. I like games (roguelites?) where, even when you eventually fail, you earn something that makes it easier in future. Similar to souls games or especially like rogue legacy.

Does this have something like that or is it a true "git gud" experience
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lifetake 2020년 5월 7일 오후 11시 36분 
It has permanent upgrades. And they come in many varieties to say the least from upgrading you in different ways to upgrading the "dungeon". To upgrading your weapons.
kid_zomb  [개발자] 2020년 5월 7일 오후 11시 48분 
Yeah, Hades is not a 'pure' rogue-like in this respect -- it is almost the opposite, as one of our design philosophies is that you should never feel like you just wasted your whole run for nothing.

We have nothing but respect for pure rogue-like designs; we just wanted to make a game that took some of the sting out of defeat, and made losing feel not just less bad but maybe even kind of good. When you 'die' in Hades, a lot of interesting stuff happens and the story advances.

We went there to always be some sense of forward progress, if not through acquisition of resources or new talents, then in the story / character relationships. Hope you enjoy it if you decide to check it out.
Zymeth 2020년 5월 8일 오전 12시 35분 
By my experience - design goal mentioned by kid_zomb worked very well for me. It felt like an rpg game (at least for ~40h, but that was months ago), which motivated me much more than any sort of grind. Thats also why I play more rpgs than rougelikes. This kind of experience is rare for me, especially in games of this genre - you can really get into it. Basicly the concept, the reason why your character does what he does is one with the story.
Zymeth 님이 마지막으로 수정; 2020년 5월 8일 오전 12시 36분
sosage 2020년 5월 8일 오전 2시 06분 
kid_zomb님이 먼저 게시:
Yeah, Hades is not a 'pure' rogue-like in this respect -- it is almost the opposite, as one of our design philosophies is that you should never feel like you just wasted your whole run for nothing.

We have nothing but respect for pure rogue-like designs; we just wanted to make a game that took some of the sting out of defeat, and made losing feel not just less bad but maybe even kind of good. When you 'die' in Hades, a lot of interesting stuff happens and the story advances.

We went there to always be some sense of forward progress, if not through acquisition of resources or new talents, then in the story / character relationships. Hope you enjoy it if you decide to check it out.

Thanks to you and the other commenters. I like roguelikes but as long as there is always that step (no matter how small) in tangible progression.

I will get this right now!
sosage 님이 마지막으로 수정; 2020년 5월 8일 오전 2시 06분
Niccolo' 2020년 5월 8일 오전 5시 35분 
Still, at some point you "max out" the out-of-run benefits and the game becomes full roguelike. since i don't like grinding and i don't need to be prodded into playing the game, i did that with a save editor and i actuallt managed bring myself to beat the game 150+ times
Also, i'm still actually trying to win a 32 skulls run. so if you don't need prodding you could edit your saves and you won't get annoyed by the game's (very light, actually) grinding.
Niccolo' 님이 마지막으로 수정; 2020년 5월 8일 오전 5시 38분
Noooooo. Persistent upgrades are my biggest deal breaker with roguelites. Beautiful looking game, regardless. Oh well, I guess not every product is for everyone.
Khashishi 2020년 6월 23일 오후 7시 53분 
Well, there's actually a late game challenge to beat the game with most of the persistent upgrades disabled. (AFAIK, you can't disable weapon upgrades, dungeon upgrades, or keepsake upgrades, but these are not as powerful as the mirror upgrades.)
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