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like, retaining a certain amount of gold when you die, starting out with a random melee wep, bow, sheild.. and not to mention the myraid of weapons, traps and whatnot you find as blueprints which get added to the drop pool ALA binding of isaac.
and similar to isaac, all the stuff you unlocked stays there, but you always start off at level 1
in the runs , you get random abiltiies on all your items, things like increasing nu,ber of jumps, throwing a bomb when you roll, firing arrows when you use an item or attack, or block, deal2 x more damage + recive 2x more, 150% damage when at full health, bleeding...burning,,.,.freezing, and stunning ( as well as shocking soon )
it opens up the die and lose it all by giving you progression in the form of new and varied items and weps to use. and as you proigress further, you gain abilities that let you explore new levels as well.
its kinda epic for a rogue lite.
because for the term to apply it needs to be climing up/down an area, turn based, you die = you lose EVERYTHING (and not having ANYTHING unlocked, etc for further runs), perspective from above, etc.
better use the term rougelites, which is more fitting and represents titles like these.
turn based games arent popualr as they used to be, on a side note.
rogue like genre can evolve.
Here's to hoping this succeeds and the devs go on to make more games that are more to my liking though :P
You might want to check out Caves of Qud, Cogmind, and maybe even Dungeons of Dredmor.
Or, you know:
http://store.steampowered.com/app/259680/Tales_of_MajEyal/
What is it that you don't like about Roguelikes? I think you should still give it a try. It's an excellent action game.
There's a lot of run-to-run progression in this game. You can unlock new items, damage ups, healing charges, etc. It's kind of like Rogue Legacy, but I think it feels a lot better/more fair.
it/;s called Flinthook ~
its fun. got a nice mechanic with a grappling hook - and although if you die, you do start over...you keep all the cool abilitie and perks you find along the way, and can sort them out however you like before entering a level.
and the other thing is, once oyu beat a level - you're done with it/ you can move on,. repeat the old one, there's an endless mode.. boss rush... it does so much very very very well :3
They are tile-based.
They are turn-based.
The environment (typically maps, enemies and items) is procedurally generated.
When your character dies, you lose all progress.
No matter how often you restart, you'll still be exactly as weak as you were the first time.
Needless to say, this game isn't even anywhere near similar to a Roguelike. It has randomly generated maps, and you do lose some (very limited) progress when you die, but that's about it.
It's not tile-based or turn-based, you can change the pool of potential item drops, you only lose a bit of progress after dying, and you definitely start out way, way stronger with some stuff unlocked than before (the multiple healing potion uses alone are massive).
Even if you're bad at the game, you can accumulate progress even if you die regularly, and you can eventually overpower the content. It's more friendly to most modern players; in traditional Roguelikes, you're almost certain to lose every attempt that you make, and whether you lose or you win, you lose all progress every time.
Thats how i explain it to most ppl . you either call games like dead cells ": games with rogue like elements" or Roguelites *
BUt i think thw offical term the team is using is "RogueVania" ; which I think is rather fitting as it brrows elements from each genre in a unique mashup.