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I took bombs on every run, the kool-aid robot that burst into random rooms, and the two robots each boss has with them just melt to bomb damage making those encounters much easier to manage. A well placed dash and bomb at the start of a boss encounter kills both in one swoop and press of a button.
Always re-rolled the first cursed trait to get the one that offers you only 2 traits per level, seemed the best choice, paid off more often than not just from not having the drawbacks the others gave. I was taking the Sorc for most of my runs but the clear finally played out on cleric, the health per floor healing and some armor near the end was a god send.
Would always pick up an antidote potion to carry along too if I found them in a shop or potion room on the off chance one of the rooms before the boss was just poison room and could just cure after clearing, would happen quite a bit.
I agree to an extent, there were a lot of moments on cinder 16 I was just not having fun, bosses getting defense enchants comes to mind as a massive eye roll and me making myself comfortable because I know this fight is going to take a stupid amount of time, would sometimes have hazards just spawn under my character so forced to take damage there, it goes on and on. That's about all the advice I have from my runs and finally clearing it, I think it took about 10-12 failed attempts before I got mine. Not a humble brag, it was god awful BS and the wand carried entirely for the majority of the run.
1. Cascading Pain
It might not SEEM major but it adds up if you don't get purging stones or the stat that removes curses (I forgot at the moment). Plus it just adds an extra room which only makes the dull run even longer.
2. On Death's Door
Now the already slow play turns even slower making you watch every-step, the amount of dodges and spacing even more. Being basically dead at the start punishing dumb play. Practically making melee HARDER then it already is.
3. Doomed To Fail
It makes you play even slower due to getting a negative trait at the jump before you even get a good trait which will take 5 more levels once you do get it. If you get a bad set of the first three traits you run might as well be over or you just suffer through bosses.
4. Remote Guardians
Yes bombs counter them amazingly well but if you don't have enough bombs for the run or want to do mega death you have to save them. They add extra projectiles or just get in your way resulting in dumb losses of health. It'd be less annoying if once you killed them they be gone for good and wouldn't respawn back.
The enchants on bosses while sometimes do get very annoying (Proxy shield/ Shield enchants I'm looking at you) I do think they add more of a challenge for people who basically have the boss patterns down and make you have to pay attention a bit. For me personally I'll be playing with only 11 cinders on for quality of life. I may love rougelikes| Rougelites but Fun > Challenge without balance.
I quit playing TBoI because that dev insisted on sucking every possible iota of fun out of the game in search of "more difficulty", and tiny rogues going down that same path would be a real disappointment.
I will say that if anything, the modifiers rolled on the Mega Death fight feel disproportionally impactful - certain disruptive modifiers and/or Shield make the second phase way harder than it would be otherwise. Without a good iframes or durability engine of some kind (which without guaranteed trait rerolls is hard to secure), that singular RNG roll seems to make too much of a difference.
Balance wise it's also what he said, only few combinations of enchantments on some bosses makes a few bosses way harder than they should be, which to some people is fine. To me it is also a bit too harsh of variation aswell.
I was on a win streak of 9 doing C16 Mega Death kills, the hardest current challenge (non self imposed) only losing on my 10th in a row due to absolutely abysmal luck.
https://steamcommunity.com/sharedfiles/filedetails/?id=2913674070
But, of course, there are different ways to make a game challenging at higher levels. Let me suggest two distinct variations:
1) At harder levels, the game requires you to use your skills more effectively and in more effective combinations. The key is not perfection, but adaptability. While fewer mistakes overall are tolerated, it's still possible to win while making occasional mistakes by rallying and doubling down on your skill set. Examples: FTL, Into the Breach, 20 Minutes Till Dawn, and Crypt of the Necrodancer.
Elden Ring was my first From Software game, so I didn't come into it with any skills in soulslike games. Early in the game, I got utterly and repeatedly stomped by Margot; late in the game, I threw about 50 attempts at Malenia before I defeated her. In both cases, the challenge level was significant - but it was clear that the game was playing fairly: it would be possible to win if I learned their patterns, refined my skills and reflexes, and found better tactics. And in both cases, neither of my victories was due to playing perfectly, but just incrementally notching up my abilities until I crossed the finish line.
2) At harder levels, the game ramps up the challenge level and becomes increasingly intolerant of mistakes. You can't really compensate for mistakes with skill; you just have to play as close to perfect as possible. Examples: Tetris, Minesweeper, Flappy Bird.
With Cinder 16, I don't feel inspired to experiment to find more effective choices. I feel like the game just wants me to keep trying again until I have a great streak of luck in weapons, perks, enemy combinations, etc. And I feel increasingly compelled to restrict my gameplay to the most conservative style that will avoid mistakes. That's the problem.
I feel like the game is much funnier and balanced this way, because basically half of blessings are overpowered buffs, and the other part is somehow breaking the core of the game (like 3 trait rerolls so you dont mind etheral dices...).
Above Cinder 4 I feel like its just annoying and frustrating debuffs, so I rather prefer playing without them too. And finally I got some fun and challenging games...
What do you think ? Anyone tried ?
As I wrote above, I'm doing this (just came off a run with Mega Death at ~30% HP, Composite Bow/dice build a moment ago).
In general I'm much more of a Roguelike than Roguelite fan (per the Berlin definition), vertical metaprogression is a big turn-off and a lot of why I didn't like games such as Hades/Rogue Legacy (1 and 2) over lesser known similar games. Thankfully, Tiny Rogues is not balanced in a way where you're soft forced into that metaprogression.
Ah sry I missed the "no blessings", thats what you talked about.
Yeah we agree on "roguelike" more than "roguelite", tho I think its fine the way Ruby did. There is progression to encourage beginners or casuals to beat the game, but you can disable all of it and play it like a pure roguelike, or mix progression with Cinders and find your own balance.
Thats why I dont understand some complains on discussions, people are talking about Cinder 16 "too easy" or "boring", but no one mention playing without blessings, so it sounds a bit irrelevant. To me its the first step to think about if you're looking for challenge, before considering cinders.
But maybe what I say is obvious and nobody plays with blessings ?
I completely understand where you're coming from and I think thats what makes tiny rouges a really good game. The ability to play however you want with whatever amount of challenges you want for rougelike or rougelite fans. From reading this I'll try a cinder 16 run without blessings just for the hell of it when I feel like it.
Thanks for the feedback everybody!
Yeah, this dev is actually the best I've ever seen. Hope his game follow the same path.