Timeline for Why do I keep dying?
Current License: CC BY-SA 4.0
6 events
when toggle format | what | by | license | comment | |
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Jul 29, 2019 at 20:05 | comment | added | MechMK1 | @Dallium Yes, it does make sense. I just personally believe that the term "rogue-lite" has become somewhat derogatory, as in "Pfff, learn how to play a real roguelike". | |
Jul 29, 2019 at 19:50 | comment | added | Dallium | @mechmk1 cases like this is why I think a distinction between roguelike and roguelite is important. To me, Roguelikes have no metaprogression beyond player knowledge and tend to be significantly longer (not unlike Rogue), while roguelites have unlocks and/or a meta currency and individual runs play are an hour at most | |
Jul 23, 2019 at 16:54 | comment | added | MechMK1 | @Nelson I frankly do enjoy Roguelikes, but rather games like Dead Cells or Rogue Legacy, which give you more action-oriented gameplay. I prefer my "basebuilding" games to be a steady stream of progress, rather than one hour of me collecting stuff, then dying and repeating. | |
Jul 23, 2019 at 2:52 | comment | added | Nelson | This style of game is very, very hard. Rogue-likes can feel very depressing if a player have never had a game that does this. Some games will even, literally, cheat FOR you (latest is Mario Galaxy 2 with Rosaline/Bronze Star). Your permanent gain will be understanding the game and knowing what doesn't work. | |
Jul 22, 2019 at 22:00 | comment | added | MechMK1 | I personally don't mind roguelikes, where death is an essential part of the experience. I would just prefer my roguelikes to identify themselves as such. | |
Jul 22, 2019 at 21:18 | history | answered | Dallium | CC BY-SA 4.0 |