Dead Cells is a roguelike, Castlevania-inspired action-platformer, allowing you to explore a sprawling, ever-changing castle… assuming you’re able to fight your way past its keepers. To beat the game you’ll have to master 2D souls-like combat with the ever present threat of permadeath looming. No checkpoints. Kill, die, learn, repeat.
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RogueVania: The progressive exploration of an interconnected world, with the replayability of a roguelike and the adrenaline pumping threat of permadeath.
Souls-like combat: Pattern-based bosses and minions, weapons and spells with unique gameplay. Make do with what you have and don’t forget to roll.
Nonlinear progression: Unlock new levels with every death and explore undiscovered parts of the castle as you prepare for the inevitable bosses.
Exploration: Secret rooms, hidden passages, charming landscapes. Death is now your way of backtracking.
Last edited by Bob Barnsen on Wed, 10th May 2017 19:55; edited 3 times in total
Not sure how it's implemented, but i think it's like other roguelike games:
- You die, spawn at the starting area and can spend your achieved gold/exp/whatever.
- Repeat over again so you come further and get stronger.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
Windowed mode and just copying the savegame and/or profile file occasionally should work, works in most games though some use protection against it via various verification methods if I remember correctly.
Which brings us to the "how long this gonna take?" question... We're not sure. At least 6 months to finish the game (right now we're at about 30-40% of the content that we'd like to see in the full version) but then it will depend on player reception and feedback, plus console ports.
I played up to the first boss which surprised me in the second phase and killed me. It's pretty solid start. Very dynamic with an obvious hack and slash influence while combining in a fun and challenging way Metroidvania with Souls.
I've found plenty of weapons and I got to use at least 5-6 of them, each behave differently and do require some adjustments in style. There are also some plenty of cool spells and abilities which can be used intelligently for some powerful combos.
The game does hold some secrets both in gameplay design and in navigation. I found hidden portal that lead to timed challenges and wholes in the walls that hold loot.
The art style and the rogue-like aspect with persistent progression will probably be hit or miss for many players, but I do like it.
Oh, I forgot about that. The controls are pretty good, better than what I experienced in Salt and Sanctuary, mostly because besides the seeking spells all the attacks are horizontal. The developers do suggest controller but I had no problems playing with m&k.
Thought this looked good so gave it a try. ITS GOOD DAMN!
Responsive controls. Difficult but not unfair. Nice looking pixel art. Large variety of items/weapons that feel good to use.
Has a lot going for it I just wonder how good it holds your attention beyond the first couple hours. Not sure if I should wait for it to come out proper or dive in now hmmmm. 1st world problems
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