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Case ([personal profile] case) wrote in [community profile] fandomsecrets2024-01-13 05:56 pm

[ SECRET POST #6217 ]


⌈ Secret Post #6217 ⌋

Warning: Some secrets are NOT worksafe and may contain SPOILERS.


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Notes:

Secrets Left to Post: 02 pages, 42 secrets from Secret Submission Post #889.
Secrets Not Posted: [ 0 - broken links ], [ 0 - not!secrets ], [ 0 - not!fandom ], [ 0 - too big ], [ 0 - repeat ].
Current Secret Submissions Post: here.
Suggestions, comments, and concerns should go here.

(Anonymous) 2024-01-13 11:16 pm (UTC)(link)
Is Don't Starve a rougelike? I thought to be a rougelike you had to carry over stats and experience to the next attempt after you die.

As someone who likes video games but sucks at them I kind of like them. It takes me an embarrassing amount of attempts, but at some point I get just overpowered enough that I beat the game anyway.
kamino_neko: Tedd from El Goonish Shive. Drawn by Dan Shive, coloured by Kamino Neko. (Default)

[personal profile] kamino_neko 2024-01-13 11:50 pm (UTC)(link)
I thought to be a rougelike you had to carry over stats and experience to the next attempt after you die.

No, that is very much not a quality of roguelikes. Quite the opposite. One of the defining points of roguelikes is permadeath. You carry nothing over.

Most roguelites let you unlock new things that will make later runs easier, but the classic roguelike is not so nice. (You can't even git gud like in a FromSoft game, because the dungeons are randomly generated.)

[Edit - included a parenthetical question that is answered by the secret.]
Edited 2024-01-14 00:04 (UTC)

(Anonymous) 2024-01-14 12:21 am (UTC)(link)
Ohhh, you know what, I don't think I ever realised that rougelike and rougelite are two different things. I meant the one where dying unlocks stuff for your next attempt.

(Anonymous) 2024-01-13 11:23 pm (UTC)(link)
NOT wrong.

Definitely feels like there's just been an avalanche of crap in those genres bc they're popular and comparably easy to make.

(Anonymous) 2024-01-14 01:41 am (UTC)(link)
I'm kind of with you. I intensely dislike roguelikes; they feel so pointless. I want to know that my effort actually means something, and while I like a challenge, I don't want a game to feel as frustrating and futile as real life. Real life already fucking feels that way! That's why I'm playing a game!

That said, roguelites I can sometimes enjoy, because even though you're repeating fights, there's still persistent progression. I can stand to fight the same boss over and over if my armor, health, items, etc are improving each time that I do.

OP

(Anonymous) 2024-01-14 03:57 am (UTC)(link)
The one that broke me was called Picayune Dreams. It's interesting, but you get massive power boosts when you level up, and it takes multiple runs to gain a level. I felt like I was failing against the final boss not because I was bad, but because it "wasn't soon enough" and I hadn't grinded enough.

Re: OP

(Anonymous) 2024-01-18 07:17 pm (UTC)(link)
Ah, Picayune Dreams is one of my favorite roguelites atm but I understand how you feel! I know I picked up a handful of games and really only PD and Hades ever felt like I was making good progression.

I watched someone beat Picayune on fresh file with zero loop upgrades; you just gotta know what weapon combos work. Missle + a knockback weapon like chain belt + digiwatch as your main core is great, and most elements and especially the ultrabuster are not. It's way more efficient to level up a favorite weapon than it is to build all the weapons you can muster. I played a bunch of the demo (more than the full game, actually) and managed to easily get to the third boss on my first run because of that, getting several levels all at once, just because I knew what upgrades to pick and had no idea what the third boss was like to figure out her patterns, so she was crashing into me constantly.

Picayune herself has some really simple to dodge but shockingly ornate bullet patterns, and really all you have to do is figure out is the dodging pattern. She "mostly" scales to your level (you can DPS her really hard, though, if you have the right setup, or go stupid slow if you have the wrong one) and if you're balanced you should only hear her song fully once per form, so you just have to play the auto-aim dodge game with her. There's an undodgable pattern during her third phase that gives you a free box with a bomb in it right before it procs to watch out for, too. Everything else is pattern recognition, and most of her patterns are stolen from earlier bosses.

If you're inspired to pick it up again, good luck, and if not, at least it was only $5?

(Anonymous) 2024-01-14 06:13 am (UTC)(link)
Yeah, I get this. For me, it's not just going against the same boss multiple times, it's having to also redo everything I did before that that makes games like this tedious to play. If I'm stuck at a challenging part, I want to try that specific part again, but with permadeath or soulslike games, I get sent to the beginning or last save point and have to slog through all the prior stuff to get to the challenging bit.

(Anonymous) 2024-01-14 12:22 pm (UTC)(link)
I used to feel like this but recently rouguelikes/lite become my favorite genre, particularly Barony. Not sure why the change, I haven't had much patience for narrative linear games and losing progress become inrelevant if it meant I could play more of the game, and I like how the progrees becomes tied to how well you start to learn the game, a enemy becomes easier not because better weapons but because you become better...

Anyway, repetition is a fair reason to dislike the genre, after all it's the point of the genre, I guess.