Wait, when did they make a roguelike?Normally I'm not into rogue-like games (unless it's From Soft)
Wait, when did they make a roguelike?Normally I'm not into rogue-like games (unless it's From Soft)
I also would like to know this information. Closest thing I can think of are the chalice dungeons (lol).Wait, when did they make a roguelike?
Guh these threads are always a page or two of people whining about roguelikes/lites like they're entitled to play every game or something.
I'm excited.
Just for kicks:I disagree, how many FPS roguelites can you name?
Just for kicks:
Ziggurat
Tower of Guns
Paranautical Activity
STRAFE
Immortal Redneck
Heavy Bullets
Rogue Shooter
WASTED
Eldritch (sorta)
Reciever (sorta)
Those maybes are just as much if not more of an FPS than this game is just from watching the footage. These are just what I could name fyi, there's probably some lesser known ones I missed.So 8 ones in total with a couple of maybes. Not exactly a lot is it? Even if it doubled its still not a lot.
So 8 ones in total with a couple of maybes. Not exactly a lot is it? Even if it doubled its still not a lot.
Oversaturation.
Get the feeling they're working on a shoe string budget and this is their way of getting around that.
Yeah no idea what being ex-Bioshock serves this beyond maybe art direction? Is it even some of those team members?
So 8 ones in total with a couple of maybes. Not exactly a lot is it? Even if it doubled its still not a lot.
Did the same after your post and I have to agree. At 1.25x speed the game almost looks totally different. Much different feel to it.
It's funny what a difference speeding it up makes. This would be much better.
And only two of them are actually worth playing so I welcome any attempt at this style with open arms
My thoughts exactly.Great, another one, pass.
Wait, when did they make a roguelike?
I'm not really up-to-date on what From Soft games are considered; rogue-lite, rogue-like, whatever. I only said it because I think some people use that term in relation to Dark Souls games, and I consume those readily and happily. Disregard if it doesn't fit the definition.
Roguelite and procedurally generated.
Two words that instantly make me lose interest in any game.
Art style looks pretty cool though.
One might say that if they don't know about the design and process behind games like Spelunky, Dwarf Fortress, and other games that use procedural generation. It's only "lazy" if it's done poorly, and even then that's poor design, not lazinessYep, I'm sick of it. Procedural generation isn't smart development, it's lazy development
Level design is a part of procedural generation. That design is the procedural partI'd be interested in the premise (Arabian Nights being underused as a setting) but hard pass on the permadeath and random procedural generation. I feel like those are just used so that developers don't have to bother with hard things like level design.
One might say that if they don't know about the design and process behind games like Spelunky, Dwarf Fortress, and other games that use procedural generation. It's only "lazy" if it's done poorly, and even then that's poor design, not laziness
Level design is a part of procedural generation. That design is the procedural part
Randomly generated is different
That's like saying using CGI is lazy and easier because you don't have to make miniatures or animatronics. Or doing in an open world is lazy because you dont have design distinct levelsNah, it's lazy. You don't have to do as much work on assets, you don't have to do as much work on real level design (that being, a world that doesn't feel like boxes attached together by mouse tunnels), it leans very heavily on loot grind as a crutch....I imagine this game in particular will be more in line with the likes of Ziggurat than it would Spelunky
Just for kicks:
Ziggurat
Tower of Guns
Paranautical Activity
STRAFE
Immortal Redneck
Heavy Bullets
Rogue Shooter
WASTED
Eldritch (sorta)
Reciever (sorta)
The poster that you quoted who said oversaturation was presumably talking about all the games having the rougelite/like structure, not just FPS titles.Sorry, I should have been more specific and say with persistent upgrades. I don't count the ones with just unlockable items as roguelites.
At the end of the day, It's just a roguelike with different items per run.
That said, even if we counted all those, 10 games for years isn't exactly oversaturation.
I kind of feel that it's like someone who only played Tomb Raider, Borderlands, or other games with RPG elements saying they're tired of RPGs. I don't think it's unlikely that some people who say they're tired of roguelikes or roguelites have never actually played a roguelike. In another thread, a poster said he was tired of roguelikes after playing games like Westerado, Rogue Stormers, Crawl (along with Don't Starve, Enter The Gungeon, Bit Dungeon, and some others)This isn't necessarily directed at you, but looking at the general reaction in this thread or the handful of other rougelite announcement threads we've seen in the past couple years, I think it would be disingenuous to ignore that a lot of people appear tired of the rougelite/like structure or flat out don't like it regardless of genre. I'm willing to concede that it's an oversaturated design paradigm within the indie scene even though I don't necessarily feel that way myself. Maybe I'm just tired of fighting the fight, I donno.
Frankly I see roguelite as an excuse to extend the game time by making you replay the same low level content over and over.
I'm tired of indie roguelites..