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could have wrote a better comment mashing x
Can't say I'll be upset by his absence.
That's way way lower than Dead Cells had on version 1.0.
Not enough content or diversity though. Everything is super repetitive and most of the characters are very samey. It's not a bad game but the combat could be more interesting and less janky.
Dead Cells has 48 weapons by default right now. Each one of those is essentially a "move."
It has no extra characters. It's also got shields and items that add up to around 80-ish "moves" that the protagonist can do. That's right now, by the way, not on 1.0 which was significantly lower.
There are no other characters, just reskins.
For levels you had 11, IIRC.
In Entropy Effect you're looking at 10 characters, each with movesets. Each one has about 12 moves, leading to about 120 distinct actions in total. Then you have the summons, which is another, what, 5 moves? Then you have the modifiers for each move, if that matters.
There are 5 stages, not 4 - though the last one is a different beast altogether. Not as much as Dead Cells, but it's also less platforming and speedrunning focused.
Not to mention that the roguelite elements of Entropy Effect tend to be significantly more impactful than the ones in Dead Cells - and you have the capacity to tweak how the run plays and what your character is good at prior to the run even beginning.
None of this is to suggest Dead Cells is bad, either: it's a great game.
I just don't think you realise the amount of content you actually have here.
Edit:
Metroidvania Roguelite... whose only metroidvania element comes in the last level alone. I really don't get the comparison, tbh. Dead Cell's combat was simplistic by comparison. It's more like a complex beat em up, or a simplistic fighter mashed into a roguelite format, IMO.
You wanna make up your own definitions of words and then insist that the rest of the world is wrong, go ahead. Have fun!
This is what's keeping me from buying it. The appeal would the variety of character playstyles and movesets, but from what I've seen they are relatively similar. Plus, unlike the good roguelikes, repetition isn't really encouraged by wildly varied items and upgrades making each run feel different.
Nordic Ashes has that problem, with its fixed character skill trees - you go in with a choice of character, and you already know what 90% of your build is going to be. There's no emergent gameplay.