The Action Roguelite thread

No, first time I see it. Interesting, at this point I am accostumed to all these game being released in Early Access, but this won’t be. And it’s in 3d engine, unlike most the popular ones (Dead Cells, Hades, Rogue Legacy, BoI, etc).
Visually, it has some tradeoffs, even if it’s 3d, it doesn’t have the detail of AAA 3d games. I don’t think this looks good:



But of course that’s the trailer that shows things much closer than in normal gameplay. I guess it will be fine when playing it normally.

It also irks me that the game isn’t out but they have already a day 0 DLC where they have split off the content of the game, 2 classes and 3 locations are exclusive to the DLC.

edit:

How is this a good idea?

Back on the island, you can choose to have another try—essentially gambling another of your Celts—or go and see what’s behind another door. The latter might be the smart choice, thanks to difficulty levels that vary hugely from god to god—but you never know which ones will be harder or easier, because they’re randomised for each playthrough.

I just read the PC gamer review. Looks like there’s platforming in this game and each run will take 8 hours. With the 0 DLC and the randomized difficulty, I don’t think I’m sold on this.
Anyone taking the plunge?

Looks really good. It also have a free prologue for download

https://store.steampowered.com/app/1455590/Sword_of_the_Necromancer__Prologue/.

At some point, somebody will have to study how many of the best rogue-lites are 3d. So far, I think all of the best ones do not use a 3d engine. Is it because generating random content in 3d is harder? Because the genres these games utilize are almost all traditional?

Gods Will Fall having day-0 DLC seems odd. DLC usually has a lower attach rate. Why would they give up price on their biggest sales period? Or, as they’re doing it, offer two SKUs at such a close price point?

Simon Carless’ thoughts on DLC from the middle of last year: “It’s all about increasing $ yield smartly for the ‘long tail’ of sales, and for post-launch players finding the game for the first time… I think it works particularly well for in-depth strategy or simulation games where you can build out new ‘level packs’ and scenarios, and for cases where you can stack DLC so the ‘complete pack’ is 1.8x to 3x the normal game cost.” https://gamediscoverability.substack.com/p/the-surprising-way-that-paid-dlc

Gunfire Reborn update is out. But I was thinking on making a thread about the game later. Wait a bit.

edit: here it is

I find curious they had the budget for a well animated cinematic


and later the game looks like this

I think adapting that kind of visual fidelity to all the game’s assets would have been a Herculean task for what I’m guessing is a small team. It’s funny because Going Under’s recent animated update trailer reflects the game’s visuals nicely.

Atomicrops’ looks totally different but Toby Dixon’s pixel art is so good it still looks amazing.

And Hades is the rare game where the in-game visuals look better than the animated trailer’s.

Oh, and Risk of Rain 2. I dig the in-game visuals more than the higher fidelity Edge of Tomorrow-style cinematic trailer:

I don’t pretend the game looking like the trailer, lol. I was more questioning why invest in doing that trailer in the first place, precisely because they seem to a very small indie team.

I’ve no idea how much an animated trailer like that must cost (and how far that would go on further development) but presumably somebody thought a slick animation would get more eyes on it, even if there’s a big visual difference between it and the game.

How’s Going Under? I like the “office” theme, but it looks pretty bad, tbh.

No idea. I downloaded the demo a while back but started playing Hades around the same time so never got round to it. Once I’m back in the mood for an action roguelike I’m going to give it a spin. I think it looks really cool and different though.

It’s okay, the main gimmick is that most of the objects in the dungeon are physics-y objects that you can pick up and use it as a weapon, so there’s a bit of physics-comedy built into it. It also means that there’s a bit of floppiness and jankiness.

The theming is cute, although it’s a less venomous take on Silicon Valley culture than it first appears.

Wizard of Legend is extremely hard.

lol. Yes, initially.

A few tips:

  • Try to always dash away from enemy. Until you know the pattern.
  • Pits. You can walk up to them, then dash. You cannot fall off by walking but you can by dashing.
  • Spend your gold in levels to buy upgrades for your Arcana. They have a blue border.
  • Mid Bosses. Hit them when they don’t have the yellow border to stun them.
  • Stage Bosses have 3 / 4 / 5 attack pattern. Meaning that in stage 1 they will do 3 different attacks before they can be stun. Do not try to hit until before that unless you get more into the game. So dodge 3 patterns. Then go in with your combo, rinse lather, repeat.

Hope this helps.

Anyone played it yet? Eurogamer gave it a ‘recommended’, called it a ‘leftfield classic’. There are a bunch of more dissenting opinions though.

https://www.eurogamer.net/articles/2021-01-29-gods-will-fall-review-a-dungeon-crawl-to-remember

I believe it is day 0 only in terms of being able to purchase it on day 0. The content won’t actually release until later in the year:

The Gods Will Fall base game is complete with nothing locked away at initial release, if you don’t buy the Valiant Edition. The DLC is future extra content that is under development to be released later in 2021.

No, but I did watch two YouTubers play it. Looks incredibly cool, but not my cup of tea (looks really hard, for one thing).

The game is focused around a bunch of boss fights. You run about with a bunch of warriors, each with a different fighting style. When you pick a Dungeon to go into, you choose one of them. They are then locked in until they finish. If that warrior falls, they are out of action until you rescue them with another.

This has other wrinkles to it. Once a warrior falls, it might demoralize or strengthen the resolve of one of the others. Also, a particular warrior may have had nightmares about a particular dungeon, reducing their health there.

The dungeons themselves have a bunch of enemies before you reach the boss. Hunting down those underlines will reduce the bosses health bar before you fight them.

I don’t think I’m doing this justice trying to describe this, but it is quite unique and I thought the art style was pretty distinctive.

Sounds interesting, and the bosses look really stylish and creative to me. I’m going to try it… :)

The one boss I’ve seen looked crazy hard, and it was supposed to be the easiest in that particular run (apparently it changes from game to game?). The attacks were very fast and, keeping in mind I stuck at games like this, I couldn’t read the attacks at all.

Don’t worry, I’ll be refunding if it is super frustrating. :)

Looks like it’s getting smashed on Steam reviews for not working too well with mouse and keys, if anyone here cares about that. I’ll be using controller.