![]() ![]() And even if not, really appreciate your advocacy and support for Drifter <3 I really hope that the Roguelite aspects will be toned down at least. Hopefully some of the things we share will pique your interest. The best I can tell you now is that unlike with Solar Ash (which was largely made in a vacuum), we'll be regularly sharing our dev process, content, gameplay, narratives, etc. Breaker will still share some common threads with Drifter, and stay true to our particular aesthetic and tone. Ultimately, the team wanted to make a new game: one they are proud of and one that they themselves would want to play. Originally posted by yiyi.z:Totally understand not being down with roguelikes / roguelites! (Speaking as not a rep of Heart Machine, it's not really a genre I play much either!) If they do this right, im 200% up for a rogelite ![]() the only thing i liked were the secrets, who even were kinda annoying sometimes. those get the most boring because it gets repetitive.Īlso HLD exploration was pretty normal, not sure why ppl says it was one of the strongest points of the game. have you ever played a rogelike with handcrafted maps? like, wtf. I could give a shot to HLB, but it's quite disappointing to see a new HLD game that ditches many of the aspects that made the original great. ![]() The only two rogue games I've ever enjoyed were Prey: Mooncrash and Void Bastards, and the reason why I actually enjoyed them is because they were only partially rogue games and had a lot of actual progression and handcrafted elements. Even Hades, which many consider a masterpiece and the best in its genre, I though was a 7, or an 8 at best. I hate artificially stretched content and uninspired, randomly generated levels, things that are basically essential parts of rogue games. I like finite games with a good pacing, handcrafted content, with a definitive start, middle, and end. Originally posted by DaemonX_HUN:I completed nearly 800 video games. ![]()
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