stonechalice wrote:This game seems perfect for someone who fancies launching their console out of the window after stabbing themselves repeatedly in the dick.
Unlikely wrote:That's put me right off (unblockable attacks, memorising combos), not that I have a PS5.
Time_on_my_hands wrote:The SkillUp review dropped on YouTube.
Yossarian wrote:Not sure I’d class anything without some amount of randomness as a roguelike, personally speaking.
It does carry over, yeah. But first you have to unlock it for that run again, and then start putting XP into the permanent unlock.Cupatay wrote:There are permanent unlocks, you unlock skills in what order you please so long as your young enough to learn the particular skill. Unlock it 5 times and it becomes permanently unlocked. I'm not sure yet wheather unlocking it 3 times in one run carries over so you need to unlock it another twice or whether it resets.
Moot_Geeza wrote:It has a ton of checkpoints and no permadeath though.
monkey wrote:If I had a time machine, I’d go back and kill Spelunky when it was a baby.
Time_on_my_hands wrote:Whilst I enjoy replaying games like Souls and Bloodborne, I enjoy them because I run different character builds each time.
The idea of facing the same levels and bosses with the same character over and over isn't something that would appeal unless the gameplay really clicked.
monkey wrote:Most of the best strategy games have rogue-like elements. They’re pretty much an essential part of it.
But I can’t help but think it’s popular because it’s an economical way of making a game, and extending its length. Nearly everyone I try I would prefer as a straightforward run through.
monkey wrote:If I had a time machine, I’d go back and kill Spelunky when it was a baby.
Yossarian wrote:monkey wrote:Most of the best strategy games have rogue-like elements. They’re pretty much an essential part of it.
But I can’t help but think it’s popular because it’s an economical way of making a game, and extending its length. Nearly everyone I try I would prefer as a straightforward run through.
That might explain why they’re popular with devs but not necessarily why they’re popular with consumers.
A good roguelike for me offers a satisfying chunk of gameplay, with a definite start and end which I do not need to dedicate hours to.
The randomness also means that each of these chunks of gameplay are different to ones that I’ve experienced before, and offer up the possibility of becoming hilariously OP for a short while which is always fun, although in non-roguelikes, it’s fun for an hour or so, and then I end up never playing the game again as there’s no longer any challenge.
With a good roguelike, there are all kinds of ways to achieve a ridiculously OP build which means lots of space to experiment, and it’s opening up that room to experiment with practically no risk attached to doing so that makes them so compelling.
Time_on_my_hands wrote:The SkillUp review dropped on YouTube. I'm pretty sure this ain't my thing, but it sounds great.
https://youtu.be/ve2n7YMBvxg
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