Dead Cells now isn’t super hard, like when the game was released years ago, at least in ‘normal’ difficulty. It got a bit smoothed in the updates, the grind was also eased out a bit.
Let’s see how the difficulty compares in Skul:
Bosses are harder. The second boss is already pretty damn hard.
You recover less health than in Dead Cells. While from time to time you find little orbs that heal you a bit, there are scarce and as I say you only recover a few points.
You don’t have a “flask” to heal in combat, nor a ‘fountain’ where to refill the flask and heal you every few levels. You only have a shop between every level, where you can buy (it cost money!) a single consumable that heals 30-40% hp.
You have more health than in Dead Cells, but in exchange the enemies are more plentiful and they are 3-4 times more tanky.
You can only dash twice in a row (for most classes, there are exceptions) and the dash is smaller than in Dead Cells.
More impressions:
-The balance of the classes is problematic, I finally got a legendary one and it was several times better than a common one. Having something so important depending of pure RNG seems a bad idea. They should scale back the power scale between the tiers. In fact because a legendary skull can’t be upgraded, it means when the game presents you the two doors of where to go at the end of a stage, you can always choose treasure or money instead of wasting your time going for another skull, as you don’t need that to gain bones to upgrade it anymore, making you richer/gaining more items.
-The levels are… well, they barely can be called levels. They are divided in mini stages, each one equivalent to two, maybe three ‘screens’. They are just areas where to combat the enemies that spawn out from thin air. The most interesting thing I’ve seen in them in that the mushrooms that serve as jump pad can poison enemies. There is also a super stupid stage in world 2 where it’s full of jump pads put at different heights and there are spike traps on the ground, and you and the enemies jump like crazy.
-You can’t save & quit. Given a game that go for more than one hour, it’s an issue.
-I’m not 100% with the combat. It’s fairly solid, but…
-Sometimes it’s pretty fast and the screen is full of enemies, and I have problems seeing my own character in the middle of the chaos. They should put some color indicator in the base of the sprite, or a faint outline or some other trick like that.
-Most attack animations stop movement (and don’t let you resume it) for a bit more time than it should. I’m talking of maybe should be 0.15 seconds less. Which is just enough to be noticed and for the combat to not feel as smooth as it is in Hades or Dead Cells.
-The skill and class cooldowns are very important in this game, but there is no sound clue for them. At least there should be one indicating when you can swap classes.
-Here it’s the thing with metaprogression:
-You get more currency the further you advance. Dying in 3-2 vs dying in 2-2 doesn’t give you an average 50% more, but notably more than that.
-This is a bad idea because it means to unlock the stuff without needing to grind 100 tries, you need to not die in the first half of the game. Except… precisely the unlocks are the thing bad players like me need to reach the second half of the game! Maybe if I was good enough to reach the final boss I could get enough currency in a few dozens of runs, but it isn’t the case.
-You need around 43000 quartz to unlock everything. Or 100 games getting 430 quartz, I guess. edit: a average run (for me, 18 minutes) got me 215 quartz, to give an example. But a 34:35 run gave me 995.
-There are no ‘side grades’ to get. It’s all pure upgrades. 12 of them, the first six have ten tiers, the second six only two. But they are all boring. The first six are cheaper at first but it’s a very incremental ugprade, like +1% crit damage, or +5 health (up to +50, making you have a base of 150). The others are the good stuff like being resurrected once or having a 20% DR, but they are much more expensive, needing ~10 runs worth of quartz to unlock.
-You at least don’t lose currency when you die (/looks at Dead Cells).
-This mix of the unlocks being boring and grindy makes me think it’s okay to skip it with a trainer. It’s funny because if the metaprogression would have gameplay ‘content’ like unlocking new skulls or new items, even if they were sidegrades, I wouldn’t consider it doing it because it’s cheating, but with how it is, using a trainer to unlock everything means you play exactly the same game as before, except now you can see more advanced levels and bosses, so I don’t have an issue.
On the other hand when it isn’t busting your balls is fun to play, the class variety is good, and there are some interesting synergies with the items, passives and classes.