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publicado originalmente en: Dead Cells
2/5/2024 11:10:07 PM
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Oh, thanks for the clarification! I [i]definitely[/i] understand that complaint, and there are some weapons and playstyles I much prefer to others. I also agree that I would have moved on had the game's story, aesthetic, music, etc. not been so phenomenal.
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  • The weird thing is, I'm not even entirely sure what's wrong. Like, with Harvestella, for instance, I can definitely tell you what's wrong--the enemies don't react to getting hit, like, at all, so that's what causes the lackluster weapon feel. But with Dead Cells, I'm not sure what it is that's missing. It's just missing something. The thing that kept me going with the game was the level design. I loved the whole branching path thing, and how each BSC had different optimal routes. There's a few other games that have done something similar to Dead Cells with their levels, but Dead Cells has pulled it off the best out of what I've seen, so far.

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  • That's true. Somehow, though they're procedurally generated, they feel hazily similar yet distinct each play through. It genuinely feels like you're exploring slightly different sections of the same place. Additionally, routing is my favorite part of the game. Thinking ahead for the entire run, looking at the stats of areas, thinking about what my loadout is designed to deal with, and even just considering which epic soundtrack and epic looking set piece I want to re-explore and re-fall in love with.[spoiler]That being said, -blam!- Cavern.[/spoiler]

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  • The trick there is pretty obvious actually. Every level has a set criteria that never changes. They always have the same amount and types of shops, they always have the same exits, they always have the same secrets, etc. It allows the player to grow familiar with the areas in the same way as a regular zone, while keeping the advantages of a randomized layout. Then, of course, each area has the same structure. The swamp is always a series of towers bridged by ticks, the prison yard is always mostly flat, but with underground caverns, etc. It’s very nice. Anyone who calls Dead Cells a Metroidvania doesn’t know what a Metroidvania is, but Dead Cells’ level design philosophy could create a good Roguelike-Metroidvania, methinks. But yeah, routing was always the part of the game that was the most fun. Entering a new BSC and figuring out which route was easiest was always fun. Also I don’t remember which level is the cavern, but clearly you must mean the swamp, because the swamp sucks.

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  • No Cavern is the lead up to the giant. It has Earth Shakers, Big birds, Hand head guys, Oven knights, Demons. and Stompers.

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  • I remember the Giant himself being annoying, but I remember actually having a pretty easy time leading up to him. Though, I think I only ever got there on BSC3. I didn't play too much of BSC4.

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  • It's irritating on 4 BC especially, though I get why you hate Morass of the Banished so much.

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  • It’s mostly just the ticks. I’m so bad at fighting them. >.<

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