GameKnights - The Official homepage of Wednesday Night Game Night

Forums 2.0 BETA

Search Forums

Pages:1

Viewing Topic: Rogue Legacy - Page 1
#0: 06-27-2013 @ 03:19:07 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=5921#5921

MachVergilMachVergil

MachVergil Photo.
  • Real Name:Adam
  • Joined:2010-01-22

Kotaku made me aware of a new 2D sidescroll platformer that's also kinda a rogue like.  It sounds like everytime you start a new game your character is a decendant who may or may not have some birth defects to overcome.  The art and music both look solid enough that I'm actually kinda curious.  Here's the trailer.

Rogue Legacy Site

On Steam

This post was edited by machvergil on June 27, 2013, 6:21 pm


We set Wednesdays on Fire!
#1: 06-27-2013 @ 04:43:32 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=5923#5923

Misharum KittumMisharum Kittum

Misharum Kittum Photo.
  • Real Name:Tim
  • Joined:2010-01-22

I swear I've seen this before somewhere else... Either way, looks kinda metroidvania-ish!


Justice and Truth
#2: 06-27-2013 @ 11:53:02 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=5924#5924

BountyHunterSAxBountyHunterSAx

  • Real Name:Ahmad Rasheed
  • Joined:2011-06-29

This sounds exactly like the kind of game I'd love to try out. But at $15, it's defintely gonna be a "try before you buy" dealie for me. They do have a downloadable PC demo (not through steam, as i understand).

Also, anyone interested in purchasing this game, definitely go through their website rather than Steam. On Steam you just get the steam copy. Their website gives you a DRM-free PC download *PLUS* a complimentary Steam-key all for the same price.



*Followup Edit*
Installing the demo is actually pretty straightforward. I've played the game for all of about 30 minutes (5-6 deaths). There's a lot of good ideas here to be sure. It definitely has more of a castlevania feel to it than metroid. But with no HP pickups from killing enemies (and none in any other way that i've run across yet), death has a sort of inevitable feel to it. The levels are all procedurally generated,and it definitely *feels* sort of 'soulless' in that sense, when compared with a metroidvania.

As a long time platform-game player I LOVE the innovation they've taken with some of their clever status modifiers (near-sighted, colorblind, etc. and they play out wonderfully in execution. Controls are solid, and slicing through things with a big sword while enjoying the excellent jump physics makes me feel right at home.

I don't see why the game has permadeath yet. Being able to build improvements with the gold from each previous attempt makes death feel too cheap. Almost as if I'm *supposed* to just farm 20-50 characters worth of deaths to improve my base-stats with future attempts. If you're gonna do it that way, why bother with a permadeath system at all? Just set it up as a series of unlocks and be done wit hit.

I like the idea of the heir/heiress in general. But in specific, there's too little done to make you really feel like you've got a serious family tree going on here. If you could potentially choiose mates, have more than one child for a sufficiently long-lived adventurer, and maybe breed-in/breed-out the negatives and positives rather than just selecting from a list of possible charater builds that would be cool.
The post-death stat reporting lists all previous predecessors, but it's VERY spartan. If they had fleshed out the whole geneolgy as you die. . . maybe even have an overlaid map of what parts of the castle got explored/expanded into under which child's tuelage (assuming you were architect-locking your castle to begin with). .. I think then I'd have been more impressed.


I played for all of thirty minutes and it *was* very fun. I'm definitely gonna give the dmeo another whirl later on and - if it holds up - this game is on my list of "fun to play games to keep an eye out for".

-AHMAD

This post was edited by BountyHunterSAx on June 28, 2013, 3:30 am


#3: 06-28-2013 @ 07:53:20 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=5925#5925

BountyHunterSAxBountyHunterSAx

  • Real Name:Ahmad Rasheed
  • Joined:2011-06-29

Two hours later, the demo is complete and it's....nice. The game feels 'hard' for all the wrong reasons. The game plays out something like this: you pick a character (5 randomly chosen offspring to choose from) and then enter the castle. I'd say that the castle is about as big as the portion of Crateria in which you get missiles+bombs in Super Metroid. You know, that segment of the game that takes all of 10-15 minutes to clear, tops? But instead, the enemies deal significantly more damage, don't drop hp/mp pickups (except like <5% of the time), don't respawn, etc. In essence: you've got to try and survive as long as you can to pick up various treasure chests and gold pickups and you soon find yourself crossing your fingers hoping for a "random-castle-set" that just so happens to play to your strengths rather than your weaknesses.

Eventually you die.


When you die, you get the chance to spend all the gold you've accumulated on castle upgrades that allow for the architect (-50% gp earned, castle will *not* re-randomize option), enchantress (bonus magic enchants for your character), and the smithy (armor+weapon upgrades). Here's the thing though: when you re-enter the castle, your gp is reset to zero! So, you need to try to accumulate 100gp in one pass. .. then 200.. eventually up to 800-1000gp This is admittedly challenging, but again - you can always just get a lucky reroll.
Once you start getting some good upgrades, like vampirism runes for 2hp/4hp/6hp/8hp/10hp back per kill. . . suddenly the castle seems incredibly basic. Oh it's still *sort of* challenging . . but it's nothing special. The area of castle that might have been harrowing at first to try to survive in can now be completed with relative ease in just a few minutes. Find the boss, kill the boss, win the demo. Done.


All in all, i feel like there's a good concept here and I'd be straight-up lying if i said the game wasn't *fun*. But at the end of the day it's not really *THAT* fun. And yet I played the demo for 3 hours straight right to the end. . . so maybe i'm not giving it enough credit. If it was on sale for $5-8 range I'd definitely pick up the full version. For $15, sorry - i've gotta keep my money.


-AHMAD


#4: 06-28-2013 @ 09:49:03 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=5927#5927

MachVergilMachVergil

MachVergil Photo.
  • Real Name:Adam
  • Joined:2010-01-22

I dunno, having given the Demo a one sitting run here I'm beginning to feel this is more and more a must buy.  I think some of the simplicity in the levels is due to them intentionally cutting things back for the demo (they say as much in the Readme file) so the full $15 version probably has a lot more to it to keep the variety fresh and, hopefully, the challenge coming.

We'll see how long i can resit.


We set Wednesdays on Fire!
#5: 06-29-2013 @ 10:04:07 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=5929#5929

DominionDominion

Dominion Photo.
  • Real Name:Mark
  • Joined:2010-01-22

Yeah, gave the demo a try and I gotta say I'm pretty entertained. $15 seems worth the asking price.


"Video games are bad for you? That's what they said about rock and roll." Shigeru Miyamoto

Pages:1