Too many rogues
I'm not a game designer, in fact I'm really not much of a blogger for that matter. What I am is a guy who plays a bunch of videogames and also likes to complain about things. I could end this post right there but that wouldn't be in my nature, I wanted to leave some thoughts about roguelites... I hate them. Now it's fine by me that other people like them, but hear me out.
Anyone old enough to remember Lufia 2 on SNES? One of the selling features of that game was it had a 99 floor randomly generated dungeon, you would enter at level 1 and have to pick up random items and stuggle as far as you could, if you didn't escape with your treasure you would lose it all and have to start again. It was a novel gimmick, and a real time sink. The thing is the developer of the game was kind enough to include an actual real full length game in that cartridge, the silly random dungeon was an extra. Honestly I get the appeal of just playing a random dungeon crawler I guess, my issue is when developers shoehorn this concept haphazardly into other genres.
Steredenn... sigh... The biggest thing that makes a shmup work is level design, carefully arranged patterns of enemy waves and their fire. Random level generation does not make your game infinitely replayable, it makes it seem lazy. The game could have been great if they worked hard to design five REALLY good levels, rather than zero... and instead of 40 or 50 weapons you can randomly pick up, maybe if they chose the best 4 or 5 and designed the levels around them, they could have created the next modern classic.
When I buy a game that requires reflexes to play I prefer the chance to improve by learning. I don't appreciate my time wasted hoping for the right weapon drop. Pixelnest studios I appreciate the effort, but next time ask "what would Toaplan do?" or how about Konami? Gradius might have seemed unfair at times, but at least you could control your weapon loadout. That's why it's a classic and Steredenn never will be. The biggest mistake was your main selling point. Randomization.
Not every genre needs to go rogue.
(Consider this the directors commentary track for my review because I don't know how to edit)
Posted by State of Flow
on 24 June 18 at 01:50
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