Question here.
are "procedural/roguelike metroidvanias" real metroidvanias?
Dead Cells thread
No but the term gets the point across. Even though it's a shitty term. Also are shields worthless in this game? I find roll dodge to be much more effective.
Parrying is extremely powerful with the right modifiers, and it's also more effective because landing a successful parry allows you to immediately parry again, so you can keep parrying consecutive attacks as long as you can keep landing it.
And I guess blocking is alright except at 4 stem cells because of the infection.
THERE AREN'T FAKE METROiD CASTLEVANIA
Isn't Randomizer, one of the most popular way of playing Super Metroid ?
If so, then DeadCells can be considered as a MetroidVania or at least one of its sub-genre
I cant even begin to comprehend how the fuck people can get through 2+ boss cell difficulty
shit's hellish
I like the stun + counter damage parries can give you, it's satisfying. rolling is for when I get scared like a bitch and am just running away.
Fuck no, randgen levels should automatically disqualify devs from calling their game a Metroidvaina. Part of what made Metroid so great was its thoughtful level design. Calling something that was shat out by an amateur's AI a Metroidvania is an insult to the genre.
Shields are good. They have a passive bonus that gives you mitigation after getting hit. The reflection works through walls (most weapons don't) so in dangerous areas you can use it to kill annoying ranged enemies that snipe you through walls.
The stun shield however is insane since it works on bosses too. Assault shield is trash though (the dash fucks with repeated parry).
>Part of what made Metroid so great was its thoughtful level design.
Except that what made Super Metroid good =/= What actually defines Metroidvania's genre.
The Shantae series is also considered a Metroidvania and the level design of this series range from subpar to abysmal.