At 12/11/24 04:07 PM, OnixDark wrote:At 12/11/24 06:43 AM, Drazah wrote:About as over saturated as shooters and 2D platformers, but less fun.
can't blame you for feeling that way about the genre. i hope this issue has died down by now, but last time i tried to find a new rogue-like to play there was an epidemic of mis-tagged games that were nothing like rogue, they were a completely different genre (usually bullet hell subgenres). some of those mis-tagged games were fun and all, but when you put the wrong label in your product, you're also making it harder for people who want your product to find it.
aaaaaaand since i bothered to reply:
i miss playing Zorbus and Shattered Pixel Dungeon. Pixel Dungeon was also nice, but Shattered made the game much less luck-reliant. Zorbus doesn't have item identification nor hunger, which is why i liked it so much (you are already unlikely to live to see the 1st downstairs even without that hassle). i need to pick up Angand again though. that heritage system sounds nice, but it's been centuries since i last played it.
my opinion of the genre in general is that the need for food rarely makes any real sense, it just forces you to rush to the next level asap and pray that you'll get enough items and experience to survive, in other words, it just enforces the need for luck and some of the games where you're sure to get food, the stuff becomes more inventory clutter (unless there's a cooking mechanic to make the specific food you eat more relevant). would be interesting if there was a rogue-like where we eat our defeated foes though, that would make the hunger feel more like a proper survival mechanic and less like something shoved in to pressure the player. could also be skill issue, since i rarely make it far enough to see the interesting food-related mechanics, when they're present.
Hi Onix!
You’re right, food mechanics a lot of the time is fucking obnoxious shit! I fully agree that a lot of roguelikes don’t need a food mechanic. If something is boring or doesn’t add to the gameplay, it should be removed. A good experience is just as much about removing things as it is about adding them. It’s easy to add too much.
I like how food is handled in Neo Scavenger because it adds to the atmosphere and makes the game fun for me. The game is hard, and one mistake, like not paying attention, can make you lose easily. I played it for 55.4 hours and really enjoyed the experience. There are also a lot of story elements that add to the overall experience.
At 12/11/24 11:00 PM, larrynachos wrote:I like them when there is progression beyond what occurs in a single run. I enjoy games with rounds that can be completed in 30 minutes or so, but I need the rounds to be working towards something long term. I wouldn't play dead by daylight if not for the battle pass, although that's not exactly a roguelike. Extraction shooters are attractive for this reason, but it's hard to find an online shooter that's not super sweaty to the point of being not fun.
True!
What would make them less sweaty?