Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island

Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island

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HomongUS Dec 13, 2024 @ 8:21pm
What's the difference between this and the previous one?
Is it just graphics?
Originally posted by Aepoh:
Originally posted by Tvhead:
The biggest difference that i really dislike is not being able to level weapons and shields from use. The first place you could level up a weapon is so close to the start that you'd never have the money. Now that i think about it, the entire game seems like a step backwards from 5+
5 is not one of the series stronger games.
The enemy balance is off (horrabits).
The gimmick (day/night) while stronger than some of 6’s gimmicks is not well liked and most players I talk to including myself prefer day only dungeons, as night gameplay is quite boring and monotonous.

The equipment EXP system you’re talking about is one of 5’s less good systems. It heavily encourages using one sword and shield throughout a run and farming floors for a long time, and discourages swapping off of a sword or shield you’ve been using for a while because you’ll waste all the equip EXP.

Saying 6 is a step backwards from 5 is misguided, to put it lightly.

Overcomplicated and bloated systems were streamlined, and the focus of the game was directed towards its core and away from gimmicks.
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Showing 1-8 of 8 comments
Aepoh Dec 14, 2024 @ 12:02am 
It’s a different game.
FreshMint Dec 14, 2024 @ 12:59am 
The core gameplay is the same: You start at level 1 in each dungeon and go through it in classkc roguelike mystery dingeom style.
The differences (QoLs and style aside) are promarily more in what dungeons, item, mechanics and monsters are available.

For example, Shiren 5 has a day and night system and weapons that improve if you keep using them.
Shiren 6 has things like a bunch of different playable characters (some of which are dlc-only), a special state when you increase your fullness etc.
Aepoh Dec 14, 2024 @ 6:45am 
Some more nitty-gritty differences is that in Shiren 5 leveling up wasn’t a strictly good thing. As you leveled up your HP pool would increase but your HP regeneration per turn would decrease. More health to work with, but damage would feel more permanent.

In Shiren 6 leveling up is always a good thing. Your HP regen won’t decrease as you level up.
Tvhead Jan 1 @ 9:55am 
The biggest difference that i really dislike is not being able to level weapons and shields from use. The first place you could level up a weapon is so close to the start that you'd never have the money. Now that i think about it, the entire game seems like a step backwards from 5+
The author of this thread has indicated that this post answers the original topic.
Aepoh Jan 2 @ 2:20am 
Originally posted by Tvhead:
The biggest difference that i really dislike is not being able to level weapons and shields from use. The first place you could level up a weapon is so close to the start that you'd never have the money. Now that i think about it, the entire game seems like a step backwards from 5+
5 is not one of the series stronger games.
The enemy balance is off (horrabits).
The gimmick (day/night) while stronger than some of 6’s gimmicks is not well liked and most players I talk to including myself prefer day only dungeons, as night gameplay is quite boring and monotonous.

The equipment EXP system you’re talking about is one of 5’s less good systems. It heavily encourages using one sword and shield throughout a run and farming floors for a long time, and discourages swapping off of a sword or shield you’ve been using for a while because you’ll waste all the equip EXP.

Saying 6 is a step backwards from 5 is misguided, to put it lightly.

Overcomplicated and bloated systems were streamlined, and the focus of the game was directed towards its core and away from gimmicks.
Originally posted by Aepoh:
The gimmick (day/night) while stronger than some of 6’s gimmicks is not well liked and most players I talk to including myself prefer day only dungeons, as night gameplay is quite boring and monotonous.

Definitely in that boat here. The Day/Night system was easily the worst part of Shiren 5, I'm happy it's gone. Once I unlocked Day-only dungeons I basically never touched Night dungeons ever again, which was a sizable number of dungeons.

The way I see Shiren 6 is that it's effectively a return to the more traditional literally Rogue-like systems of the original Mystery Dungeon/Shiren games (going back to their Dragon Quest spinoff in the SNES days, Torneko no Daibouken). A lot of the gimmicks they added over the years and were in Shiren 5 are gone. They weren't all that good to begin with.

And then the quality of life....the UI is better, the tutorials are better, the regeneration mechanic is in an amazing spot, just everything is better. Including the jerk enemies, they're better jerks.
HomongUS Jan 2 @ 10:21pm 
Originally posted by Aepoh:
Originally posted by Tvhead:
The biggest difference that i really dislike is not being able to level weapons and shields from use. The first place you could level up a weapon is so close to the start that you'd never have the money. Now that i think about it, the entire game seems like a step backwards from 5+
5 is not one of the series stronger games.
The enemy balance is off (horrabits).
The gimmick (day/night) while stronger than some of 6’s gimmicks is not well liked and most players I talk to including myself prefer day only dungeons, as night gameplay is quite boring and monotonous.

The equipment EXP system you’re talking about is one of 5’s less good systems. It heavily encourages using one sword and shield throughout a run and farming floors for a long time, and discourages swapping off of a sword or shield you’ve been using for a while because you’ll waste all the equip EXP.

Saying 6 is a step backwards from 5 is misguided, to put it lightly.

Overcomplicated and bloated systems were streamlined, and the focus of the game was directed towards its core and away from gimmicks.
Ooh, I see now. I bought 5 first just by the pixel aesthetics but the UI's didn't make much sense in story wise as it seems to be made for sandbox type of runs.
Aepoh Jan 2 @ 11:12pm 
Originally posted by HomongUS:
Originally posted by Aepoh:
5 is not one of the series stronger games.
The enemy balance is off (horrabits).
The gimmick (day/night) while stronger than some of 6’s gimmicks is not well liked and most players I talk to including myself prefer day only dungeons, as night gameplay is quite boring and monotonous.

The equipment EXP system you’re talking about is one of 5’s less good systems. It heavily encourages using one sword and shield throughout a run and farming floors for a long time, and discourages swapping off of a sword or shield you’ve been using for a while because you’ll waste all the equip EXP.

Saying 6 is a step backwards from 5 is misguided, to put it lightly.

Overcomplicated and bloated systems were streamlined, and the focus of the game was directed towards its core and away from gimmicks.
Ooh, I see now. I bought 5 first just by the pixel aesthetics but the UI's didn't make much sense in story wise as it seems to be made for sandbox type of runs.
I’m not really sure what you mean by the UI or sandbox comment.
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