Dead Cells

Dead Cells

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Mr.Avot Jun 22, 2018 @ 1:50am
whats the point?
ok this game is awsome. the combat and the look is great and it feels so good to kill BUT I dont get the point here. I just started the game and escaped the prison. fought a couple of enemies, and died. so when you die you need to redo all of the maps again and you lose all of your stuff? really? please can someone explain to me this or maybe I am wrong and just an idiot
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The point is this game is a rouge-lite(fuzed with metroidvania, devs call it a 'rougevania'). The key feature(s) of rouge-likes/lites is 'perma'death(and randomness). 'Perma'death means starting over each time you lose.(not nessecerily die if a game has a kind of revive mechanic(in dead cells it's the YOLO mutation)) But with 'perma'death, how do you progress/go further? In most cases you just have to get better(and luckier). In DC you still have to learn things, but(provided you can finish the prison) you can help yourself by unlocking new stuff and upgrades(you know that already don't you?). Did I miss something?
Mr.Avot Jun 22, 2018 @ 2:59am 
thanks for explaning. I saw the random melee and bow skills at the cells guys. Hard game but I am gonna finish it
Chaostar Aug 9, 2018 @ 11:13pm 
Maybe not my cup of tea, although already bought it. Doing everything again seems stupid...
NeedtoDie Aug 9, 2018 @ 11:16pm 
Originally posted by Chaostar:
Maybe not my cup of tea, although already bought it. Doing everything again seems stupid...

Perma-death is a key feature in rogue-lites. The game wouldn't be enjoyable to the people it's adressed to, without it.
Chaostar Aug 9, 2018 @ 11:19pm 
Originally posted by NeedtoDie:
Originally posted by Chaostar:
Maybe not my cup of tea, although already bought it. Doing everything again seems stupid...

Perma-death is a key feature in rogue-lites. The game wouldn't be enjoyable to the people it's adressed to, without it.

Yeah, I get it. Somehow it keeps you trying to do it better, but the frustration element is big and I'm starting to feel it as a waste of time. We'll see, I guess. Thanks for the info
Snowman Aug 9, 2018 @ 11:34pm 
Originally posted by Chaostar:
Originally posted by NeedtoDie:

Perma-death is a key feature in rogue-lites. The game wouldn't be enjoyable to the people it's adressed to, without it.

Yeah, I get it. Somehow it keeps you trying to do it better, but the frustration element is big and I'm starting to feel it as a waste of time. We'll see, I guess. Thanks for the info
Just came to crawl the forums to understand if I understood the game. I loved the game looks and fighting but only then got to know that I lose everyting and it really makes it hard to pick it up again after 10 deaths when nothing had changed.
NeedtoDie Aug 10, 2018 @ 12:06am 
Originally posted by EmoSnowman:
Originally posted by Chaostar:

Yeah, I get it. Somehow it keeps you trying to do it better, but the frustration element is big and I'm starting to feel it as a waste of time. We'll see, I guess. Thanks for the info
Just came to crawl the forums to understand if I understood the game. I loved the game looks and fighting but only then got to know that I lose everyting and it really makes it hard to pick it up again after 10 deaths when nothing had changed.

I don't understand what you mean by waste of time. Mario spends his time jumping for the whole game, and it doesn't feel repetitive or useless. It's a video game, the point is to enjoy the feeling of the platformer genre. Same goes for Tetris or Fifa.
You don't have to put RPG "features" everywhere to feel some kind of fake progression.

Yeah, great ! My character is now lv 3 instead of 2 so I can hit harder and my ennemies will become harder so, well, nothing changed. Or worse, you can trivialize the game with overpowered characters stomping through eveyrhing, kind of like Rogue Legacy's end game.


In this game, your character won't become stronger, on the contrary. But you will become stronger.
The experience is not just some random numbers and stats that grow up while you kill monsters, but literally you, learning how to overcome the obstacles the game throws at you.


That's the whole point of the genre. You learn from your mistakes. And the game becomes more and more enjoyable as you face and surpass more difficult situations.

I understand that the challenge might not be enjoyable for everyone, but there are plenty of casual games out there, and far too few hard ones.
Khaesho Aug 14, 2018 @ 11:59pm 
A key element of Roguelikes, as a genre, is that you reset to level 1 on death, so you have to beat the entire game without dieing. If that's not your cup of tea, I get that, but it's literally the defining mechanic of the genre, and there's a dedicated playerbase who love and thrive in that skill and strategy heavy environment.

HAVING SAID THAT, you don't lose "Everything." You lose your weapons, your cells, and your gold (and after a bit, not even that.) After you beat every level, you'll meet the collector, and by giving him cells, you can permenantly unlock new weapons, mutations, and permenant buffs for your char.

One of these buffs is a health flask that heals ~70% of your health that refills on level end, which is a game changer. Another of these buffs is the ability to keep 5K, 10K, then 15K gold from your run after you die, giving you a head start on the next attempt.

More importantly, there are a few 'runes' in the game that, once you collect them, they unlock new paths and secrets that are inacessible otherwise, and these too stay with you through death.

MOST importantly though, you keep your knowledge and skill. Every time you find a new enemy, you'll take a few hits learning how to fight them, then take less hits the next run, to the point where you know them perfectly. I'm almost to the point where I can clear an entire run without taking any damage at all, save for the boss fights.

I get that the whole roguelike 'reset to level 1' mechanic is really jarring when you first find the genre, but there's a reason that it has developed into an entire category of games, and I hope those of y'all with reservations decide to give this game an honest chance, and play it at least long enough to purchase the health flask and a few new weapons.
Carnage Nov 9, 2019 @ 5:06pm 
I'm about 5 hours in and so far this doesn't seem like a very good roguelike game. You unlock teleporters you never use, collect gold you never spend, use cells to unlock pointless abilities. I can understand why players don't see the point, there doesn't seem to be one.
Originally posted by Carnage:
I'm about 5 hours in and so far this doesn't seem like a very good roguelike game. You unlock teleporters you never use, collect gold you never spend, use cells to unlock pointless abilities. I can understand why players don't see the point, there doesn't seem to be one.
There is no point in your necromancy either. Don't buy rouge-likes if don't like them.
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