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The game is not tagged as roguelike or roguelite. It is tagged as survival horror however, and it's unfortunate that you don't like that.
Were you thinking something more like Medieval Dynasty? Like a city building medieval game? This is supposed to be almost like Left4Dead meets Tarkov + Chivalry.
So you have to survive the zombies, quell the blight and when you leave the raid you add to your stash in order to be better equipped for future runs.
At least this is my understanding from the discussions so far.
Thankfully this doesn't seem to be those.
That sounds exceptional so far. Was getting the darksouls vibe for obvious reasons, and saw some saying medieval last of us.
Not sure what that means in terms of gameplay. Looks good so far…
“ Blight: Survival is a 4-player co-op action-horror roguelite set in the unforgiving no man’s land between two desperate states at a ceaseless war.”
So a roguelike is a game where you lose all progress after a run, a one shot. A roguelite is similar but when you end a run you get to keep some exp/upgrades to carry between games making future games easier. That's basically the difference.
I was talking about the tags, didn't see that in the description, thanks :).
Yeah that's understandable. If they find the time in between having lives, jobs and developing this game I'm sure they'll respond. Give it a couple days though :).
This. Upon death you'll drop whatever you have on you. You then get one chance to recover them, Should you fail, you'll lose your items, but get to keep whatever XP you've earned though the bloodline system (more on that later).
We'll not introduce a shrinking circle. But have other ways of preventing access, or routes, forcing you to adapt to the circumstances.
Hunger, thirst, warmth, etc.
Or worse... Gear that breaks down over time and needs constant replacement or 'repairs' by patching 'em up with duplicates or related components.
REALLY not a fan of such gimmicks, takes away from the actual MEAT of the game; the combat and exploration.
We are not fans of thirst, hunger, warmth management, nor durability as these are mostly just mechanics used to artificially slow the players progression.