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I personally find a lot of games with a persistent leveling system either feels arbitrary or forces you to stop to grind. Like in Borderlands, the leveling always felt like it just happens. You only ever feel under level when you're skipping a lot of optional quests and the bonus experience you'd get from it. But since the optionals also mean more equipment and weapons, most players don't tend to skip many of them. The character levels are basically just checkpoints for having certain skills unlocked at that point in the game rather than something you really need to strive for. And stopping to grind, I very much dislike that kind of system. It's an artificial halt of progress until the numbers say you're ready.
Don't get me wrong. I definitely enjoy RPG mechanic games like Borderlands, Diablo, Skyrim, etc. But it's definitely a different feel to something more straight action like a Doom (2016) or Wolfenstein The New Order. And I definitely come to Roboquest for that more straight action feel. But where I'm done after beating Doom, the Rogue-lite aspect of Roboquest begs me to try again with a different loadout to shake it up.
We still have yet to see what level of customization there will be for the different loadouts in Roboquest. Right now it's just the 3 presets but the devs have already promised you'll be able to change them up to suit your own personal play better in the future. Early on, it's clear the devs are trying to think of perks that are exclusive to each of the loadouts. Other than that, there are different difficulties and an item to find to give you an "extra life" per run if that's something you want for your run. It's all still in development, so we'll see what they have in mind for the game as it gets bigger and fuller.
If you don't call it either then there will be a lot of threads about how there shouldn't be permadeath.
What's the difference between the 2?
People have yet to agree on something more accurate than -lites are less similar to Rouge than -likes.
What you described is "Grind to win" which Gunfire and those others all share. Dedication not skill rewards victories. This is one of the few games that requires a good amount of skill to win it. Grinding out skills for hundreds of hours isn't rogue and to me isn't very fun. I am glad the devs for this game stuck to their guns and didn't 'follow' the current trend of meta progression and grind walls to be able to win.
I almost didn't even buy this game when I heard there was upgrades but the upgrades are by no means going to make you win the game or pad your stats like that of the other lame games I've listed. And hey, fortunately if you like that kind of stuff--just about every action roguelike made in the last 5-10 years does that so you shouldn't have issues finding a game to suit you.
Very hard and rare to find action roguelikes that don't require grinding to be able to do well. Love that this game if you are skillful you can get wins where like Hades or Gunfire Reborn it's not happening until you pad your toon after hundreds of hours of grinding.
in gunfire I had completely maxed out all upgrades at around 30h
and normal mode is ridiculously easy it can be beaten without a single meta-upgrade
it's only elite and nightmare that really need the meta-upgrades
Gunfire is a bit of a mixed bag in that regard. The weapons themselves are trivial to unlock, but the skill tree may take a few dozen hours to complete entirely - and the upgrades in it are BIG. Hades does the same thing to a lesser degree.
However it's completely unfair to say either game only reward dedication. In fact I'm willing to go as far as to say it's a very minimal factor in both Hades and Gunfire reborn; that is, as long as you increase the difficulty. In either game upgrades will make the base run easier, but you can definitely go far beyond the original intensity by cranking up the difficulty - which can then only be completed by being well... better at the game.