Dead Cells is a rogue-lite, metroidvania action-platformer. You'll explore a sprawling, ever-changing castle... assuming you’re able to fight your way past its keepers in 2D “souls-lite combat”. No checkpoints. Kill, die, learn, repeat.Read full description
RogueVania: The progressive exploration of an interconnected world, with the replayability of a rogue-lite and the adrenaline pumping threat of permadeath.
Souls-lite 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 island as you prepare for the inevitable bosses.
Exploration: Secret rooms, hidden passages, charming landscapes. Death is the new backtracking.
Roguelike, Rogue-lite, roguelike-like, rogueschmike! No matter what you call them, the world could always use another! As such, we'd like to present for your consideration, the illegitimate child of the roguelite and the metroidvania, the RogueVANIA. Anywho, enough with the sales pitch, let’s take a closer look.
By metroidVania, we’re really talking about a fixed, hand designed, interconnected world. The game takes place on an immense island that never changes. All of the biomes, bosses and the paths between them are present right from the start. Getting to them is another story...
However, in Dead Cells, death replaces the traditional backtracking mechanic of a metroidvania. At first, seemingly unreachable areas will be strewn across your path, but answers to these riddles will appear as you explore the island. Be it a key, a new acrobatic skill or a forgotten spell. Once uncovered, this knowledge will stay with you, allowing you to unlock new paths to your goal. Sick of the stinking sewers? Head over the ramparts and take a breath of fresh air! It’s your skill, playstyle and of course the loot you find that will determine your path.
Furthermore, as the term "RogueVania" might (not so) subtly imply, we were also quite heavily influenced by the recent wave of roguelites. When there are no checkpoints to save you from your screw-ups, the adrenaline kicks in. And when you lose, you lose big, so you’ve got to make it out alive. Instead of relying on the classic formula of memorising the level design and enemy placement, procedural generation allows us to reward your instincts, reflexes and ability to adapt to evolving situations.
Having said this, we’re conscious that the words “procedural generation” conjure up images of crappy levels and uninteresting gameplay in a lot of gamers’ minds. So we’ve chosen a hybrid solution, with each run being a mashup of carefully designed “chunks” of level. The idea is to give you the feeling of meticulously handcrafted world, while making sure you have a new experience every time.
Don’t expect it to be a walk in the park though. Pattern based monsters and demanding boss fights will teach you to choose your battles and build your strength. Every weapon has its own unique feel and rolling and dodging will become second nature, as you learn to manage the mobs of monsters that will overwhelm the unprepared. We’re going after that “tough, but fair” feeling.
Tired of the violence and death? Explore a bit, take a stroll, enjoy the view from the ramparts, find a secret room. Thomas and Gwen, our graphic artists, never miss an opportunity to impress with their pixelart and shape a world worth exploring. You might even learn a little more about the lore of the place, who knows?
So far I'm thinking to buy the game. The combat is satisfying and the movement is fluid and responsive based on gameplay videos, the variety of enemies are pretty good but the lack of bosses except for the elites is a bit disappointing. There's a huge variety of weapons and shields though there are weapons that stands hugely out above the others. All in all that's just my personal opinion, I'll try to buy it when I have the budget. I will recommend the game and it's not even fully out and can only get better.
This game is a gem in the genre and it's already great despite being in early stages of development, controls and gameplay are immensely satisfying and addictive and the action seems simple enough, but managing the chaos when many enemies are present is key. Additionally, you must power up your character very shrewdly lest you run the risk of being insta-killed or being forced to evade enemy attacks so long that you die of attrition. Visually, Dead Cells evokes a Dark Souls style, similar to many mock up 2D arts that have been floating around the net, while also borrowing visual cues liberally from the Castlevania series. Perhaps the biggest surprise is the music, not since Spelunky has a roguelike had a soundtrack of this quality, a mix of ambient and genuinely enjoyable tunes guarantees I'll keep my volume up. Dead Cells is some of the most fun I've had in 2017. Even if you think you may be tired of 2D roguelikes, Dead Cells may be for you.
So far i'm enjoying the game. The combat is satisfying and the movement is fluid and responsive. the variety of enemies are pretty good but the lack of bosses except for the elites is a bit disappointing. there's a huge variety of weapons and shields though there are weapons that stands hugely out above the others. If there's something that is keeping me from fully enjoying the game then its the ability to be completely stunlocked ( or at least it seems like it ). There are moments when i get hit once and no matter what i do, get hit again before being able to respond and just kinda get comboed out like that. Dunno if this is true and i dont know if its time based but enemies seem to get stronger on the same stage either through navigating through it or enemies just get stronger as the time passes. anyways, this leads to deaths that i otherwise would survive on the same stage a bit before and it really catches me off guard. The game is also HEAVILY RNG BASED as far as i can tell. I can have runs where i get tons of hp/str upgrades and higher lvl weapons and runs where i might get better weapons but never anymore hp or str. and when you have to go through everything everytime you die can make it repetitive and boring if you get a streak of few upgrades and good weapons. You can argue that it just takes skill but the game is extremely unforgiving when it comes to taking hits. you dont have to go long before some enemies 1-shot you with base health. All in all thats just my personal opinion, i do enjoy a challenge but not a struggle. the combat is still pretty good and enjoyable to play as long as you dont fall way behind in upgrades combined with the stage you're at. I will recommend the game and it's not even fully out and can only get better.
Dead Cells is one of those Steam gems that came out of nowhere and has taken the market by storm, while it's in the early access it shows a lot of potential with its clever mechanics that combine roguelike and Metroidvania game elements. Absolutely must have as this game is so much fun and I honestly can wait for the next update!
Combat truly is Dark Souls-lite; it's all about the timing, and when you make a mistake it's punishing. But I don't find this title to be all that difficult either, to be honest. You know the gameplay loop already - it's the same thing we've seen a million times before. There are metaupgrades. If you can make it to the end of the loop, you spend your money (souls dropped by some dead enemies), as well as 'blueprints' that unlock new items you can 'buy'. The combat is great fun. It flows really smoothly and is simply just a ton of fun. I'm not going into any more 'positive' stuff because you can read about that ad nauseaum in, like, every other review. As far as negatives - it certainly gets repetitive, and in a way the first couple hours are the best part. At hour 7, I'm still having fun and will continue to grind, which says alot if you know me. I won't stick around if something is not great fun. There really isn't much enemy variation as of yet, but I think that will change. While the devs say they will double the content, I fear it actually needs more than double the item/weapon content. Either way, I would recommend playing this. Another nit pick is that the 'MetroidVania' aspect of this is quite weak. Instead of getting something like a double-jump that allows you to BOTH access a new area AND adds functionality to combat, you just get a key to open a new door to a new area. The 'key' in this sense might be the ability to make a vine grow that is pre-placed through level generation, or teleport using pre-placed tombs. It doesn't actually give you a functional ability. Pros: +Terribly addicting game loop +Super tight controls with fluid combat that is oh-so fun +Artwork and music are perfect +Proc gen level design is refreshing; there is a mix of outside and inside levels with branching paths Cons: -The first two hours has you thinking there is a metric ton of content, and while there is absolutely enough to keep you playing for hours, you'll start to see through it a bit; keep in mind this is nit picky, but I'm trying to be transparent about how I felt as I played -Enemy variation is low -I think it needs more items then what I read the devs have planned (obviously these 'cons' could be removed over time as Early Access state changes) -The 'MetroidVania' elements are kind of cheap A must own for anyone interested in this genre.
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