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You get a pre-post-game currency where you can buy permanent upgrades, new upgrades, and a few to start a new run on.
The polish of this game is clear, and the challanges are all do-able, the only thing you really gotta bring to the table is skill.
We do. Mighty Gunvolt Burst recently released, Shovel Knight is arguably one of the best games inspired by Mega Man in recent days and, if we're going a bit further from Mega Man here, there's also games like Blaster Master Zero, Spark the Electric Jester, Shantae: Half Genie Hero and Freedom Planet.
Really though, there are already many, many games like that where there are preset levels, preset upgrades and once you're done, you're done. However, I challenge you to name another Mega Man-style game that's a roguelite. They're not as "everywhere" as people make them out to be.
If it's not your cup of tea, that's okay. But don't start complaining about what other people like in their cup of tea please just because it's not what you like.
Besides, when/if modding support comes out, I'm sure a permanent upgrade system is going to literally be one of the first thing that someone makes.
Also, there are permanent upgrades you can get to further help you out in later playthoughs, so that should be encouraging to play the game more-
it was in my case. Not to mention items you can buy to assist for your next playthough, which helps a lot too.
It's not like an old Atari 2600 game where once you die you start over from scratch. Every. Single. Time.
If you want to keep fighting a fixed pattern you still can, just use the seeded game mode, and keep using the same seed forever, but you'll actually be losing the real fun of the game.
Roguelikes/roguelites is the main "genre" that relies on randomized runs for fun, but there were older games that featured random level generation pretty much like 20XX have, for example, the classic Diablo itself! There were also other games have featured even more random events and so on, like Oregon Trail.
The guys wanted to make a Megaman X game with random elements. Not just a Megaman X game.
Considering all of the levels are building blocks, pre-made level sections that were hand-made and then are just played together like lego pieces, to say no level design goes into make these pieces is actually kind of insulting, because not only do the pieces have to be good on their own standards, but they have to made to not always be exactly the same AND fit seemlessly with the other pieces. In other words, you have to design a level block that's not linear and can branch a lot. This is not easy to do well and in my opinion is even more challenging than just making a straight up linear level.
I've tried both, a linear level with Super Mario World, and then tried making a level piece for 20XX itself. 20XX was way harder to do because there's so many more factors you have to think of, as the level pieces can be used at any point in a run, so it has to be simple enough for early game, but should be complex and simple enough for the late game as well.
There's a level editor for 20XX that Superfriends have access to. I'd suggest you try signing up for it, cracking the level editor open, trying to make your own level (and trying to make it actually good -- no Kaizou Mario gimmicks), and then come back here and try saying the same thing again.
The best thing about procedural design is that you can't memorize it, so it's refreshing and increases replayability - which is the main goal for roguelites, where you must have lots of runs.
I wouldn't say it's impossible that a part of roguelites are the way they are for laziness. But not everyone, there're plenty roguelites that are amazing.
For instance, level design in 20XX is not "entirely random", or the platforming wouldn't make sense or be fun. It's basically a pool of handcrafted segments that are randomized and put together in a logical way. So you can feel it has good design, it's challenging, make sense, and it's fun.
It's not a poor random number generator that just places things randomly... there're only a few roguelites that do it that way, and they end up having lots of problems (unreachable places, being stuck and so on).
Of course, but as pointed out by others, the fun of the roguelite design is having an infinite number of maps, and the most practical way to do so is having they procedurally generated.
At first I wasn't a fan of roguelites, I got hooked at first by Rogue Legacy (which doesn't do it right, but the design is friendly enough to get you), then I found 20XX and "tolerated" the roguelite aspects because I loved Mega Man. Then it grew on me. Then finally, Dead Cells made me love roguelites even more (the part of permadeath), so nowadays I don't even get angry at dying, just have fun, specially when I notice my skill increasing.
Sounds boring already? Yeah, it is.
If you can't understand why it's fun, then that's unfortunate.
I however enjoy being able to play the same game a different way every single time as many times as I like without it getting stale. A puzzle is only challenging once, and then it isn't again unless you completely forget how to do it.
If you don't like it though, then I don't see why you are even here considering you don't even own the game.
Go play Hollow Knight or something. That seems to be the kind of game you're looking for.
...You don't even _own_ the game, man.
edit: oh yeah, the items are random. in that its random if youre gonna get any or not. other than that you find the exact same thing over and over on a run.
...did.. did you jsut claim Diablo was older than rogee-alikes?