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There are tons of metroidvanias that do not feature rogue-like aspects. I've heard Hollow Knight is one of the best, and you might find exactly what you are looking for there.
Yeah, maybe you are right. I already completed Hollow Knight, it was awesome. :D
I´m not the biggest fan of Roguelikes per se, but there are/were some I enjoyed; Rogue Legacy for example. With Dead Cells I also feel as if I´m wasting WAY too much time playing the same stuff over and over and over, without much progression. In Rogue Legacy you could upgrade your castle/character after each run, which always gave me SOME kind of progress, be it as small as it sometimes/often was. I also liked that you could stop the random generation of the game (for a fee), so that it felt more like a traditional game.
In terms of leveldesign I´m not 100% happy as well; you simply feel that they´re randomly generated instead of carefully handcrafted; levels like the Ramparts or the Promenade are simply straight paths with some elevators going down (and some ladders up) where oftentimes the only thing down there is a teleporter to bring you up fast againt; what makes replaying these levels even more tedious. Later levels fare better, some are even pretty good (The Ossuary or the Slumbering Sanctuary).
Of course I don´t blame the devs for making something I don´t like; as I said a huge amount of people seem to enjoy this game. If this game would feature some kind of static progression through the game, with fixed levels I would enjoy it much more. Because on one hand I do enjoy the combat and visual style of the game. But of course I also know that these complaints surely came up dozens of times during Early Access, and the decision against these things is not changeable anymore. I can only blame myself for being blinded too much by the "metroidvania"-tag, and not thinking too much about the roguelike side of things. So, sadly this is one of the purchases I regret, and it´s all on me.
I have played and actually beaten all of these games except Jotun; Outland is to this day one of my favorites. Ori was great as well, but concentrated a bit too much on traversing the environment (and upgrades for that) instead of combat for my tastes.
In a couple of days Death´s Gambit will release, also with an awesome Pixel Artstyle, Soulslike combat and Metroidvania-aspects; but without all these Roguelike-shenanigans. Hope it will turn out great.
Rogue was a turned-based game. It's really annoying how the term "rogue-like" got twisted to mean anything nowadays.
Rogue-like, like Rogue. The game? Came out before you were born?
It would be nice if you at least retain a small number of cells (like 20%?) so a death run is not a total waste.
Just to speak for myself, I´m aware what Rogue was and is. But to be perfectly honest, because I´m not not into this genre THAT much, I don´t talk about it so much as well. Most of the time I simply write roguelike/lite, because I know they´re not supposed to be the same thing. But sometimes I just call it roguelike, even if it´s technically false, but everyone knows what is meant.
And again only to speak for myself, if I remember correctly Rogue came out in 1980 or 1981; so 3 /4 years after I was born (1977).
As I said before, I´m pretty sure these suggestions came up several times during Early Access. But due to the fact that things like this weren´t considered during Early Access, I´m somewhat sure these things aren´t up to debate anymore. But I agree with you, some better sense of progression would be very welcome.
The flaws you mention only apply to new players, still learning their way through 0-cell difficulty.
With enough progress (in knowledge more than items), you will then complete most of your runs (or be killed by HotK), and due to the RNG involved, repetitivity is not an issue.
Plus, the early stages are the hardest in higher difficulty (special mention to prisoner's cells).
I'd suggest you to persevere until you are able to beat the game, but like people said, you might just not like the genre. It requires you to enjoy the limitations the game throws at you, and the challenge to overcome difficulties.
To explain why it works for something like binding of isaac your progression varies and your fighting style can change dramatically while there are also more things to explore.
And another example is rogue legacy. Rogue legacy does the rogue lite element better because youll eventually become strong enough to push past most difficulties.
Dead cells doesnt really do that too well instead mildly hedging your bets with the forge system. The short term of dead cells is fantastic, but this game ABSOLUTELY does NOT respect your time.
You explained it very well, thank you. You also made me interested in checking out Rogue Legacy and The Binding of Isaac. I think I'll check them out.
They've combated it somewhat by making the first gungeon have more places and item drops far as I know but it could just be something inherent to the genre which is really difficult to solve.
My issue is that despite the fact that the later biomes are harder to reach, are tougher, require bosses to get to, etc.. the *rewards* from doing the later biomes are pretty poor.
For example, in one of my full play-throughs from start to the final level, it was about an hour and 20 minutes. I died to the end boss, OK.. that's fine. But what did I get from clearing the last half of the game? Really nothing. 1 blueprint. That's about it.
I would have been better off speed-grinding the earlier levels for souls than pushing the harder levels, because the rewards don't scale with difficulty. I would like to see the soul gains from the later levels be increased a bit. Nothing I did in the later levels helped me get stronger to push past the earlier stages faster, so it all felt like a waste of time.
That's not ideal for a Roguelite, though. There should be a sense of pushing higher to make yourself stronger the next time around. But right now the blueprints/souls mechanic is not rewarding enough in the higher biomes to manifest this concept.
I'd also like to see gold have more of a purpose, since half the time I just end up with giant piles of gold and nothing to do with it. (I feel like they should be using gold to pump into the guy to raise drop power levels rather than souls...)