Game just released in EA. What's Yea Forums's opinion about the game?

Game just released in EA. What's Yea Forums's opinion about the game?

youtu.be/TlixBMpv-R8

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>early access
in the trash it goes

>roguelite
NIGGA I'M SO FUCKING TIRED OF THIS BULLSHIT TIRED MEME
JUST
FUCKING
STOP
MAKE A GODDAMN NORMAL GAME

>roguelite

closed the video

Okay, now that we have the obligatory posts out of the way, can we talk about the actual game instead of regurgitating the same fucking lines every single time an indie rogue comes out?

looks like a much worse version of Hades, pass

>another FUCKING roguelite

I'm good thanks

Rip off of Hades, same art-style and game-play but even earlier access.

No fuck off

kys

I remember 10-15 years ago we wanted good ones and more and now they won't make fuck all else and they all copy the successful ones like regular Rougelikes

is that the Darkest Dungeon Ancestor?

Is this Hades

Go away, shillnigger. Hand out keys or piss off.

Looks pretty good actually. Bonus points because it's not pixelshit.

>Wanting to talk about a game is now shilling
You're ruining Yea Forums.

art style i'd say clearly has a more Darkest Dungeon vibe

Gameplay looks like a bastard child of Hades and Diablo

>it's another "indie developer makes a rogueshit game became it forces the player to replay the same content over and over again reducing the amount of work they have to put out" episode
Yawn those are so boring.

roguelikes/-lites are more fun than their "regular" equivalent
but keep seething

>rogue like/lite

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Looks neat that narrator is terrible though

Nice nonargument shillkun, but those marketing tactics don't work here

Sorry, meant to reply to

frogs out

>ignite brassieres

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Nothing wrong with playing through the same content again and again as long as the core mechanics are fun. Slay the Spire, Nuclear Throne, Monolith and Downwell are all excellent examples of procedural generation synergizing just right.
The real issue comes from permanent progression in some modern roguelites that make the early stages of any game blatantly boring and a grindfest.

>Nothing wrong with playing through the same content again and again as long as the core mechanics are fun.
It is a problem when developers clearly use the death mechanic to pad out content and stretch playtime. Hades is the same shit, just look at the literal thousands of hours they demand from the player to actually get some upgrades.

Playing the same content because you want to is fine, it's GREAT, being able to do so adds agency to the game which is at the core reason why games are so fun, being FORCED to replay the same content because a developer removed the concept of "checkpoint" from the game as a trick to stretch the playtime however IS NOT. A game doesn't get anything from the permadeath mechanic.

>a shitty Hades

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>because a developer removed the concept of "checkpoint" from the game as a trick to stretch the playtime however IS NOT.
Differentiate between intent and effect. You can argue it's an act of laziness, but it's a game mechanic many people enjoy in the first place because it adds in luck as flavor, encourages risk management, adds in replayability and allows developers to focus on other types of content, or rather, refine what is already there.
People have played Spelunky for thousands of hours because they love that the game is unforgiving. If it didn't have roguelite elements, it would have been just another generic sidescroller puzzle game with boring, stretched-out levels and no incentive to keep improving.
It's the equivalent of asking "Why do Dark Souls bosses deal so much damage?". Because if they didn't, the player would finish the games extremely quickly without having mastered its combat system by simply brute forcing.

>thousands of hours
Yeah, not even an exaggeration. I put 40 hours in and barely unlocked anything. I just used cheat engine to get all the weapon unlocks so I don't have to suffer through that part of the grind. The fourms recommendation to beat the game is "just grind bro its ez"

This is quite posible a shill thread but, the game actually looks fun.

So it's a cheap knockoff of D3

>indie
>early access
>rouguelite

the triforce of garbage.

no thank you.

>but it's a game mechanic many people enjoy
Seeing how this thread is going, not really. The problem is that every single indie dev now uses this as the standard, and "it's all so tiresome".
>because it adds in luck as flavor
First off, people hate rng, this is literally one of the most common complains against games in general nowadays.
>encourages risk management
You don't need permadeath for that, permadeath is just the lazies most obvious way of doing.
>adds in replayability
No, forced replayability isn't actual replayability. The term came from when you COULD replay a game and see a different scenario play out, NOT when you HAD to replay the earlier sections. By the standards indies use, literally any game with RNG has replayability value.
>and allows developers to focus on other types of content, or rather, refine what is already there
This is the crux of the genre, it's made specifically and solely so developers don't have to put out as much work.
>If it didn't have roguelite elements, it would have been just another generic sidescroller puzzle game
Nope, it'd be just as unforgiving, it'd be just as charming, and it'd be just as chaotic.
>Why do Dark Souls bosses deal so much damage
False equivalency and a wrong statement as well.

At this point it's quite clear you are a developer for this. Do us all a favor and fuck off to reddit or whatever.

>All of this post

Nice work user. Please have a seat

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Nah, that's
>open world
>early access
>crafting

>roguelite
>cartoonish art style
>le quirky cosmic horror setting
>early access
fuck this gay game and fuck this dev for being as much of a faggot as they possibly can be

>Seeing how this thread is going, not really.
The usual Yea Forumsermin doesn't even play these games.
>people hate rng
The popularity of card-based video games has risen exponentially. I am not sure where you're getting your information from.
>permadeath is just the lazies most obvious way of doing.
Refer back to "Differentiate between intent and effect"2. Whether something is a product out of laziness or not isn't necessarily representative of the game's quality.
>No, forced replayability isn't actual replayability.
Elaborate with an example.
>it's made specifically and solely so developers don't have to put out as much work.
Refer to above2.
>Nope, it'd be just as unforgiving, it'd be just as charming, and it'd be just as chaotic.
That isn't true. The difficulty in Spelunky comes from not knowing how to deal with each possible scenario. When you throw a rock up a ladder to trigger a trap in a 1x5 upwards corridor, the arrow that falls down on your head from bouncing against the wall will teach you to quickly move out of the way after throwing. If none of the stages were randomly generated, you're able to progress by mastering the specific stage itself, but not the core mechanics of the game.
The entire game is a learning process. Think of it as a school test.
If you had to pass the same, identical test everyday, anyone without memory issues would know after the 5th or 6th attempt the answer to every single problem.
Now change the questions slightly but keep it to the same topic everyday, and he'll be struggling enough to be bothered to start studying for it.

not that user, but comparing a video game to a school test does not make that game or genre sound very appealing. It makes it sound like a fucking chore, which is literally what you just described. Fuck this gay genre.

Don't be so small-minded, user. I am implying that every difficult game can be a school test. It's just that some tests actually teach you something, while others only teach you how to solve the test itself.

define normal retard, a game with a set path?

looks pretty cool

>The usual Yea Forumsermin
nigga no, there's no such thing as usual "Yea Forumsermin". Literally just look at this thread with people comparing this shit to Hades.
>The popularity of card-based video games has risen
Different genres you disingenuous nigger, skill based games do not mix well with RNG because often the latter causes you to feel robbed of a reward for your good performance. Just look at the hate against lootboxes, the hate against the entire fucking card genre, the hate against loot tables in rpgs. People are tired of rng being used to transform a game into a fucking skinner box.
>Whether something is a product out of laziness or not
In this case it is. In a game like Hades it is. In a game like Dead Cells it is. All of those games would be forced to pump out a lot more content if they were classic games like Salt and Sanctuary or Bastion. The very reason why Hades is the way it is is because the studio was forced to scale back on their projects after Pyre sold like shit.
>Elaborate with an example
Literally any fucking rogueshit. Dead Cells has a pathetic amount of content, but because you're forced to replay it over and over again, and finish it in one sitting, it doesn't "feel" like that unless you're actually paying attention, compare that with Salt and Sanctuary, where you HAVE replayability and you CAN choose to replay earlier areas without being forced to.
>Refer to
I have given several examples, just because you choose to ignore them it doesn't make them go away.
> If none of the stages were randomly generated, you're able to progress by mastering the specific stage itself, but not the core mechanics of the game
That doesn't make any sense, "mastering a stage" is another way of saying "mastering the mechanics that appear in a stage". Rogueshits just force you to wait a lot longer to replay, and with that, practice, the mechanics on latter stages.
>Now change the questions slightly but
That doesn't require permadeath you fucking nigger.

Jesus fucking christ nigger, can you be an even MORE obvious shill?

>Different genres you disingenuous nigger
>Now let me shift the focus to lootboxes which have absolutely nothing to do with RNG game mechanics, and even include card games, even though the other user was arguing that card games were very popular.
Okay?
>the latter causes you to feel robbed of a reward for your good performance.
That's the exact appeal of roguelites. Risk management and pulling through a challenging run that sets seemingly impossible opportunities infront of you. Your performance wasn't very good if RNG filtered you in the first place.

>Literally any fucking rogueshit
>Mentions another roguelite with permanent progression
You seem to have skimmed my initial post to yours. I agree that grindfests that rely on mindless repetition are bad. I am not sure if you are arguing in good faith, since you haven't mentioned a single good roguelite in this entire conversation.
>I have given several examples
I meant refer to "Differentiate between intent and effect", hence the '2' at both spots.
>"mastering a stage" is another way of saying "mastering the mechanics that appear in a stage".
Not at all. By punishing the player accordingly, it will incentivize him to turn his brain on whenever he sees the same problem in a different light. If there are no stakes at hand, the player simply forgets about how to solve the problem until he encounters it again and makes the same mistake with no serious repercussions.
You are effectively always going for the perfect run which makes the gameplay exciting. You might not like getting good at games, but there are people out there who do.
>That doesn't require permadeath
It is the best way until you can elaborate on why it isn't.

>roguelite
>early access
>looks like Hades

Fuck off.