Gameplay has actually been praised as been quite tactical and precise. (ie flinging a throwing knife to hit an enemy's thrown potion mid-air, or using flames on undergrowth to trap enemies in a propagating fire that also blinds them with the smoke)
It's more like Brogue and classic roguelikes, but real time
Fjord enemies are tough. The two times I had a fairly easy time there was with the sword that does more damage if you've just been hit and the shotgun crossbow combined with a high strength stat.I finally made it past the first boss only to die in the fjord place...
also is this the OT?
I Played unexplored this past weekend and did not like the feel of the gameplay so I get what they mean.
Was so close to buying Dead Cells but I'm not sure if i should just wait until it's released. What exactly do they plan on adding or changing with the game?
The road-map:
At day one of the Early Access we'll be a little ahead of schedule. We've managed to complete:
11 levels - Each with a variation of enemies, design and ambience.
20 monsters - More in fact, but there will be plenty of ways for you to die.
50 items - Tons of weapon, active skills, traps, amulets and so on to experiment with!
1 fluid fun combat system - Wait to you get to explore. It feels pretty nice.
Hours and hours of gameplay - anywhere from 45 minutes to 30 hours or more depending on your skill.
This represents about 40-50% of the content that we would like to add to the world as we go. That means more levels, more bosses, more items, more meta skills and progression. This however doesn't take into account feedback from the community and things that you guys are going to want to see in the game.
We estimate that we will need at least 8 months, but up to and perhaps beyond 12 months to incorporate new asides, finish our vision for the project, balance it and prepare for any eventual console releases.
First Update:
The first content update will happen close to the end of the month and will include a mix match of new things:
Weapons and items!
NPCs - More of the little chaps hanging around taking the mickey...
Achievements - We hear you like achievements...
Stats - Now you'll be able to measure, compare and brag all you want.
Lots of balancing - Bleed damage we're looking at you...
A new monster - Kill or be killed!
Music is coming - Yoann is hard at work, doing stuff.
New mechanic: Use the elements to turn the tide in your favor!
Stat upgrades which are found in the game world (health, weapon damage, skill damage/cooldown) reset on death. Bosses reset on death. Gold is lost upon death at the start, but there are perks you can unlock to retain a percentage on your next run.Is it like rogue legacy in that you can carry over stats, buffs etc even if you die? When you beat a boss does it remember?
My biggest gripe with this game so far is the roll mechanic. It needs work; especially against shielded enemies or in situations where enemies are grouped together. I appreciate the limitation on roll spamming, but I don't feel the current timing/balance is right. I'd rather either have the ability to roll twice in a row with a longer cooldown penalty, or have the roll travel a greater distance (even just a few pixels) so that you're more reliably able to move past shielded enemies or enemies with an AOE/long attack reach.
Case in point, the flying bomb enemies in The Old Sewers (they look like green blobs with wings). Their blast radius is almost identical to the range of your roll, so if they trigger directly on top of you and you roll away, you're not guaranteed to escape. This can especially be a problem with the random level generation as oftentimes you're not even afforded the space to maneuver away. In a game obviously designed for speedruns, it's problematic that you suddenly have to creep and crawl through an area just so you're not caught in a bad situation completely out of your control.I agree with you
At the moment is either too short or too fast
I've been playing this quite a bit recently. The first bridge boss remains unbeatable because I rarely get to him with my ideal gear setup. Also, the Electric Whip and Throwing Knife combo is pretty great for me. Bows feel useless thanks to the low speed, turrets are good but tend to fall where I don't want them to.
Bring on more content.
Are they going to wipe the current status when the update hits? I've earned a lot of upgrades already.
Needs a way to lock items out of pool after unlocking. Make it like crypt of the necrodancer.
If the first boss is getting you, then dude: second boss is going to redefine your definition of bullshit.
I'd love this too. Some of the weapons just aren't fun for me (Spiteful Sword for instance). I don't even need a "refund", just take it out of rotation.
So does Dead Cells not have an OT? I know it's still in Early Access, but it feels better than 99% of other finished titles. I'd actually consider making one up, if there's a demand for it.
Oh, and game-related: I found a turret that inflicts poison. My gawd. It just tears through enemies. I barely need to do anything.
One question, because it could be just me but for the first boss, is it better to go through the sewers than the ramparts? Dunno why, but I have the feeling I get better gear when I go through the sewers than the ramparts.
One question, because it could be just me but for the first boss, is it better to go through the sewers than the ramparts? Dunno why, but I have the feeling I get better gear when I go through the sewers than the ramparts.
One question, because it could be just me but for the first boss, is it better to go through the sewers than the ramparts? Dunno why, but I have the feeling I get better gear when I go through the sewers than the ramparts.
This is like how the recent trailer thread for a movie becomes the thread where everyone talks about the movie. Not an issue reallyGuys, please keep your discussion to about the trailer, not the full game.
lol some mod should edit the title.
I would say Dead Cells "did it better." The combat in this game is actually good.Not to talk down this game because it looks great, but I would put Rogue Legacy as the "did it first".
Now, if they said Metroidvania, since they have multiple weapons differing from class Castlevania games, that would make more sense. Maybe call it... Metroguevania. lol
If I've never played one of these games, would this be the best one to give the genre a shot?
I'd go with Rogue Legacy on sale. Cheaper cost, easier difficulty curve, and it's a finished game.If I've never played one of these games, would this be the best one to give the genre a shot?
What stutter?I can't believe after like 8 patches since release the stutter is still there. It's maddening because I think the game is fantastic, but this constant stutter in a reflex-intensive game like this is just too frustrating.
I'd be fine with this too actually.Oh you pay to remove. In crypt of the necrodancer you pay with the special currency, not gold.
They're pretty worthless right now, imo. Devs have said an upcoming patch will address/buff shields and rebalance some weapon damage.i really don't enjoy the shields in this game.
i really don't enjoy the shields in this game.
i've been running two offensive weapons mostly every time.
still haven't beat the first boss, about 4 hours played.
Not to talk down this game because it looks great, but I would put Rogue Legacy as the "did it first".
Now, if they said Metroidvania, since they have multiple weapons differing from class Castlevania games, that would make more sense. Maybe call it... Metroguevania. lol
This game is incredible. The music is awesome, but doesn't match the atmosphere of the game to me.
I was wondering about this a while ago and found this handy image that summarizes the connections between zones and the difficulty level of each area. The difficulty level determines the level of the equipment you find. The Old Sewers are level 4, i.e., one level above the ramparts. The Toxic Sewers are level 3, same as Ramparts. Going through both sewer stages (thoroughly) instead of the Promenade and the Ramparts should be better preparation for the boss. Of course, there's an even harder path you can take, but I've only tried it once or twice when I got really good stuff in the first area. Didn't make it to the boss.
http://www.en.magicgameworld.com/dead-cells-zone-progression-and-levels-guide/
If I've never played one of these games, would this be the best one to give the genre a shot?
This.
I agree, they're pretty much just parry shields. Either they need to add new defensive style shields, or they need to rework the way shields are now so that they can actually be used to play defensively.i really don't enjoy the shields in this game.
i've been running two offensive weapons mostly every time.
still haven't beat the first boss, about 4 hours played.
I agree, they're pretty much just parry shields. Either they need to add new defensive style shields, or they need to rework the way shields are now so that they can actually be used to play defensively.
If I've never played one of these games, would this be the best one to give the genre a shot?
This.
So they why even make shields at all if it's all about offense, their current implementation makes them pretty much useless after the first stage or two. There is no way you can viably use a shield during combat against most enemies past the first boss, and even before that.Given how you can be juggled to death instantly in a crowd of enemies, I'm not sure how they could implement a shield for blocking rather than parrying without changing some other fundamentals of the combat. As designed now, the best defense is powerful offense. If you can kill enemies in a few hits, you rarely have to worry. The health regen mechanic also points to this being the designers' intent.
We'll see how it is. The last game like this (Chasm) wasn't that great.
So they why even make shields at all if it's all about offense, their current implementation makes them pretty much useless after the first stage or two. There is no way you can viably use a shield during combat against most enemies past the first boss, and even before that.
I had the same thought lol. Pretty sure the only thing that ever came out of that game was basically like a tech demo.Did I miss something? Chasm isn't even in Early Access afaik.
The main problem with parrying is that the enemy design just doesn't mesh well with having to pull off perfect timing. Way too many enemies attack at the same time, and a ton of them have ranged attacks, teleport, or do some other crazyness that is pretty much impossible to effectively time a parry against. It's not like the souls games where combat is slower paced and very methodical.I don't know. I've never used a shield other than trying it out for the first time. It's something they need to work on. The problem is that even with several health upgrades, later enemies can kill you in two or three hits, so why would you ever risk using a parry weapon when, usually, you'll have an offensive weapon that can take them down before they can attack you. Maybe the answer is for all shields to grant a passive defensive buff.
Still, I like this game precisely because you can be fast and aggressive once you understand the enemy types. The idea of playing more patiently doesn't appeal at all, even though generally I love parry mechanics. Maybe if a successful parry killed a bunch of enemies within a certain range, then it would be something I'd use more often.