Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It does have a bit of metaprogression but it's very straight forward and all of the buffs you can buy are online all at once.
As far as difficulty goes.
As long an Enemy doesn't have a sudden yellow outline before attacking, or, it's just a one of the big guys or a boss, the enemy can be stunned simply by attacking them.
In Floor 1 is exactly 1 Enemy that has this ability, Floor 2 it's 3 or 4.
Floor 3 doesn't have that many that enemies that cannot be stunned by attacking, rather, they have a lot that don't even flinch while attacking, and a lot of them explode upon death.
Floor 4 is where the difficulty actually starts to get worse.
Almost every enemy either cannot be interrupted at all or has the ability of the yellow outline, meaning you can stun them via attacks until they use a certain attack.
In addition, the enemies in Floor 4 all have lots of health, it shouldn't be much a problem tough considereing you are already this far into the game.
However Floor 4 enemies also introduce divine magic that build up stacks upon getting hit, dealing more and more physical damage to you if you get hit. (This can be removed via cleansing)
Floor 4 is where it's at in terms of difficulty, but even then it's not the end of the world.
The game is very easy to master as every single enemy including bosses have very specific stances before proceeding with a certain attack. If you can memorize them you are already in a good position to flawless most enemies and bosses with ease.
You also still have your dodge that gives you i-frames.
The most difficult part about the game is if you have no meta progresson unlocked yet and if you haven't seen the enemy yet, if you do, it becomes very fast second nature to get rid of them.
this is pretty normal with rougelikes because once you understand absolutely everything about the game, playing the game to win it becomes easy to do. the rate at which players learn, retain, and piece together this information varies greatly.
btw devs said in a news post that they will try to "fix" this clutter issue
Mechanics and content wise it is not hard because the game is rather simple in nature. Enemy patterns aren't outrageous, I got to the end around like 30th attempt I think so it's not that bad. Bosses have a lot of tells so dodging is not that difficult if you are paying attention + you get i-frames on dodge.
Over time, as the devs continue making balance passes and adding content, I could see SoR and Skul being about the same at base difficulty (though you die in a much more sudden way in Rogue) and maybe about 5-10 heat Hades being about on par with Skul. That's just my take.
Due to the random nature of the game, inventory-wise, the difficulty is more oriented on luck and sacrifices than in Hades.
There's one especially different thing about this game vs Hades or Streets of Rogue and that's layout. Hades & Streets of Rogue are isometric 2D action game while this is a 2D sidescroller game. Movements and the concept of how the attacks works is different.
This is the game's main problem and reason why it's simply not as good as other roguelite titles like Hades and Dead Cells. The lack of clarity in seeing exactly when to dodge from enemies overlapping (particularly if you're running a physical melee build) makes the game much harder than it should be for the players who gravitate to that sort of playing style, as well as adding yet another reason why magical AoE builds are broken by comparison.
So take it with a grain of salt, the moves of bosses CAN be avoided, the attacks of enemies CAN be avoided. however like most other games its a matter of how skilled you are offset with how stupid your combination is.
https://gyazo.com/ab877aaae755a06a34d97c64cc57bf17 here was my build with the basic skull and tons of items where i pretty much just "ignored" all the boss mechanics.