The Binding of Isaac is already a famous title that has influenced so much of the roguelike/twin-stick-shooter genre. This game has permanently altered my taste in video games.
The game I’ve enjoyed as much as TBoI is Tiny Rogues. It’s much smaller, but still fantastic with rich build variety while never losing the need for skill and good reactions.
Stolen Realm is a turn-based tactical RPG that takes place in procedurally generated dungeons that play like little roguelike runs with overarching character progression. It’s multiplayer, but you can also just control up to six characters on your own too. It does eventually feel pretty repetitive and there are points that seem impossible to win, but it’s a unique game where you continually build that roguelike power fantasy and just progressively become more powerful to the point of it feeling game breaking.
Going Under is an adorable roguelite where you fight through various levels themed around a blend of corporate stereotypes and fantasy creatures like a crypto company run by skeletons or a delivery company run by goblins. The combat is a vaguely souls-like with an emphasis on weight and timing, but your weapons are office items found in each room that break down very quickly.
Webbed is a cute puzzle/platformer where you play as a little spider on a quest to save your spider boyfriend. The main gimmick is that you can shoot webs to create platforms, pull things, attach things to each other and more. It’s a short and sweet game that’s still decently challenging. It’s the only non-roguelike indie I recommend and it’s that good that I love it despite it being in a genre I rarely play and almost never finish.
I really hope the sequel does more with dungeons than just ricochet/geometry puzzles. CrossCode’s incessant use of those in dungeon after dungeon was what made me stop playing.
Not a sequel, just their next game! Combat and UI look similar so far. They’re doing dev streams on their discord
I thought crosscode had the best puzzles haha. The way they built it out with the elemental system, the enemies that required puzzle mechanics you had learned, the tight timing where you had to send a ball flying and then race it to various objectives, the myriad of subtle environmental puzzles in the overworld. Could go on and on, but yeah the VRP is the game’s central mechanic so if you simply don’t enjoy lining up your shots then I imagine the game would be pretty rough lol
Not sure what “VRP” is unless you just mean ricochet puzzles, but mind you, I did play 95% of the game. It felt just too same-y after long enough (it was the plot and environment that had kept me going), and then I just gave up and finished through some YouTuber’s play-through and I confirmed that I had apparently quit at the start of the final dungeon, because it just felt like… more of the same timing-&-angling annoyances with no more originality. Zelda was far, far more creative and I think the game just could have done more with items or different weapons, or something, though I know much of it is based on your character being a specific class that was fixed pre-game… It just ultimately wore me down, sadly.
It’s the game’s in-game (Crossworlds) terminology for the charged shot that bounces around, yeah. They cover it in the tutorial but the main cast basically ‘nerd emoji’s’ Sergey and they simply refer to it as “balls” for the rest of the game lol
timing-&-angling annoyances
But yeah, like I said, you just don’t like the central mechanic. It’s valid. This is the main point of contention for the minority of people who don’t click with the game, as is evidenced by filtering for negative reviews on steam
But imagine if you didn’t find it to be an annoyance, and instead found it to be inherently satisfying? One of my favorite parts about Crosscode is how unafraid they are to present you with puzzles that are not only difficult to solve in the typical sense, but also difficult to perform once you know what to do. It’s a rare treat, most games instead lean hard only into one direction (purely cerebral puzzling or purely focussed on action)
It’s a game that just gives and gives, and to the contrary of your experience, I found the constant innovation of the puzzles throughout the game is what brought it from A to S tier. I finished the final dungeon wishing there was more game to play. Imagine my delight when the DLC dropped and added another 20 hours of timing & angling goodness. Replayed the game 3 times over the years.
And yeah, frankly we should compare it to Zelda, the most celebrated and beloved puzzle adventure series of all time developed and supported for 40 years by one of the largest and most influential video game companies of all time. No joke, I think this is actually exactly where Crosscode stacks up. It’s up there for me with my favorite Zelda titles
Oh. It’s been literal years so I totally forgot that initialism, but while we’re at it, the second “C” in “CrossCode” is also capital.
It’s smooth as butter, yeah, but I think I would prefer a game focused on a different character class/weapon. I remember some progression of concepts but I guess didn’t really connect the dots (even though I don’t think I looked up a guide more than once or twice briefly).
Yeah plenty of people develop these feelings about laser focussed games. Sekiro is a good example. Not gonna be your game if you don’t like parrying. Lots of comments online from such people who write the game off as “spam parry to win” as tho there’s no depth to it.
Huge parry fan on the other hand? Probably your favorite game, and you’re bewildered by those comments because you feel like you could write a novel about how interesting the system is and how rewarding it is to master all the way into your seventh charmless NG+ run.
I think at the end of the day, when the gameplay is simply not catered to our preferences we’re not really going to appreciate what makes it so great at what it is
Digimon World on PS1, made worse by the fact that it’s a tamagotchi roguelite RPG. I never played DW3, but I heard it can easily become a “where the fuck do I go now?” because of obtuse/asshole time sinking designs here and there
The problem with Daggerfall is that the dungeons are procedurally generated. I have spent hours digging through a dungeon, hugging the right wall and spam clicking on every surface for a hidden door, to eventually give up and hotkey through all the spawn spots, to find the quest target in a disconnect glitched out dungeon segment.
I would love to see a complete remake of Daggerfall with the same randomly generated dungeons; I’m not sure that the random landscape and dungeon generation would work with the way games are programmed now though.
Come to think of it, re-doing Morrowind, Arena, Battlespire, and Redquard would be neat, too.
They’re both going to be dead in less than like 2 years because they are both PvEvP Extraction Looter Shooters. Combining the top 10 playercounts on Steam in this genre adds up to only like 10k more than the peak player count of Helldivers 2, which is a PvE Extraction Shooter. This genre of game, without a PvE only mode, is dead. Its only good for streamers and content creators, because it is fun to watch someone crash out after losing gear they grinded to get for 50+ hours, but the viewers don’t want to play the game because feeling that themselves is not fun.
This genre of games is basically a wet dream for toxic people. Because the PvP players know that the PvE players dont want to fight them, and take advantage of that to camp, grief, etc. What other genre of game rewards a player intentionally ruining someone else’s gaming experience?
I am grateful the toxic sponge exists so I dont have to deal with those players in other games, but these development studios keeps trying to make this genre popular, and it literally can never be popular.
You certainly can say it, but I’m going to have to mostly disagree it’s a good example though because I felt Half-Life was very linear. What it did do a good job at was creating a convincing illusion of non-linearity, which I can certainly see some people getting lost in occasionally, but probably briefly (unless you have particularly poor navigation abilities which some people definitely do). It can be especially bad once you get to Xen, which felt deliberately confusing and not really the greatest section of the game for a lot of reasons.
My first playthrough of Half Life 2, I bailed from the boat when it got stuck on the wall in a section with lots of guns. I continued on foot through two more loading zones until I reached a section that required the boat to progress, so I walked all the way back to get it lol
Sign up for a month for their free trial, use an email mask if you’re so inclined
Claim the games, which again - you get to keep forever
Cancel the subscription
Rinse and repeat. Literally the definition of free. And don’t act like I didn’t remind users that this is done via an Amazon Prime subscription, there is no subterfuge here.
The princess has to find out where she is and how to get there and communicate that via a magical bird to her castle. She can find all the info in the magical tower she is in. Like a point and click adventure/escape room. The game should be full of puzzles the player needs to solve to procure more information for her knight in shiny armor.
You could do part puzzle game, part rts. What I mean by rts is that you can give the knight commands but you can’t control him directly. And maybe he doesn’t always do what he’s told, and you have to account for that somehow?
Could make for an interesting roguelike, too, as you try to help this endless stream of knights rescue you.
Play Myst, that game has so many ways to do this, and no wrong answers.
The idea of her being locked in her passed father’s tower laboratory by the evil step mother who doesn’t know the secrets of the tower, and the player discovers them to help the knight.
Pretty sure your concept is flawed from the start.
It might sound nice as a ‘what-if’ scenario, but as soon as you get into any of the details, it falls apart and hopefully shows us why games and stories are typically focused on the people doing something.
Now, if you want something a bit more likely to succeed, you can make a “Damsel in Distress Simulator.” From the get-go, you can start to think of gameplay mechanics like combing your hair, talking with guards, taking care of birds, etc etc. The ideas just flow, instead of trying to fit a square peg into a round hole.
In fact, this could loop around to your idea of helping the rescuers by opening up opportunities for the princess to sabotage her captors. You can have a Majora’s Mask-like timer which keeps track of how far the knight is from saving you.
God the Oblivion Remaster is seriously one of the best looking games I’ve ever played. I love the new looks for almost everything, but the window effect on Oblivion gates still feels a little off to me. It still looks cool though.
I still can’t get over just how good everything looks though.
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