
While in other times I was attracted more to roguelikes.īut anyway, my original thought was that these games are on the background for me with so big a catalogue and different kinds of games that you can start, play through, have an adventure and finish, and that certainly could include Moonlighter and Dead Cells and others, but maybe not Risk of Rain or FTL or other ones if I'm not mistaken. For pure gameplay only, distraction games, whatever, I prefer other things now (for example a rally event on Dirt 2.0 even if it's the same tracks once again, and the progression there can be likened to that of a "no-endpoint" roguelite: you just get better equipment/cars to get further/better times). That kind of game I wouldn't start nowadays. I liked Risk of Rain though but that one I see more as a score oriented game, with no clear end if in this case I'm not mistaken. Just, too many games.ītw I've played Dead Cells too and I know there's map progression and such in other "roguewhatevers" and many are different, but that one for example I don't enjoy very much. Sometime I'll probably find time for it too, as I was already interested once.
#CHILDREN OF MORTA HLTB PC#
I honestly didn't have enough time to decide if it was good or bad for the game.Īnd about Children of Morta, I actually played a (limited iirc) demo on my pc when it was made available, and thought it could be a nice game indeed and here I only read good things in this thread. Well the shop mechanics I guess were a bit in the middle of the game ifself for me, but I didn't necessarily dislike it. "No end in sight" was obviously not accurate for that, but maybe even the idea that you would be on a dungeon for much time until you progressed to the next one was also wrong. The fact is, in my limited experience with it, I got the impression the dungeons were made so you had to grind to a degree, maybe between the shop mechanics and the dungeons themselves, until you had proper gear that made each dungeon viable to fight through and progress. Oh yes I get what you say and I was totally not accurate on Moonlighter I guess. I could mention that the main game took me 13 hours, but mentioning Howlongtobeat, would give a broader set of statistics due to more people being involved. My point was that when you mention Hollow Knight being X hours, Guacamelee! 2 being Y hours and then say Moonlighter is a game “without an end in sight”, because it's a roguelike, which you're not eager to play, because it doesn't have the clear “start and end”, you value in other games, I needed a reference point to try to explain how long it takes to complete. Randomized dungeons/areas with a few floors, where you move on to the next, when you complete an entire dungeon. Similar structure, but with out the shop component (I'm, perhaps mistakingly, getting the idea that you're not a fan of having to manage that). Yes, Peace Walker has you collecting soldiers to assign on your base projects and Moonlighter has you running a shop, but they still move in a very clearly intended direction in everything you can measure (character progression, area progression, story progression, though the last is very slight, since there isn't a ton of exposition).ĭepending on what you're looking for Children of Morta might also be worth looking into. That would be like saying that some of the modern Metal Gear games don't progess because you have to engage with a base mechanic in between missions. It has a shop component inbetween dungeon runs, but that doesn't mean it doesn't progress. You can choose to go back to grind for things or stuff you missed in a dungeon, but there's a clear intended progression from the beginning to the end (which is practically in sight from the very beginning).
#CHILDREN OF MORTA HLTB FULL#
Your character items and equipment improves and you move forward from one area (dungeon) to the next everytime you complete a section (in this case a full dungeon). This is more akin to to normal progression based game. Roguelikes (lite might be more fitting here) is a very broad genre today and encompass many different gameplay styles and structures - mostly connected only by some larger variation of specific genre rules - many of which use entirely different progression systems to something like Spelunky.

I wasn't actually in doubt that that was you meant, when I answered and that's why I tried to tell you, that isn't the case.
