Yes, I played a fair amount of it and it is indeed a Mega Man roguelite. It’s pretty fun, and worth checking out if that appeals to you, but the systems and levels don’t quite hang together as well as the best examples of the genre. There’s a sequel in the works though.
I finished it, but consider it a failure from a game design point of view. The genre is at its best when each run is at least a potential win, depending on what tools and resources you find on the journey and how well you employ them.
Rogue Legacy had none of that, and put way too much emphasis on the metagame progression system at the expense of advancement within each run. Metagame systems work great when they unlock additional variety and options rather than raw power boosts, but in RL, having an upgraded castle was pretty much necessary to make real progress. The result was that runs all started to feel the same – their goal was just to try to gather as much gold as possible before dying, to afford the next castle upgrade.
Then when you had built up enough upgrades to take a shot at the next boss, it behooved you to try and go straight to it rather than risk health by exploring first.
It would be nice if they revamped that dynamic for the sequel, but given the trailer’s emphasis on the castle, I’m not optimistic.