Main game
3.89 average rating based on 1899 ratings
Dead Cells toys with the idea of roguelike elements in its 2D side-scrolling format, creating a mechanically tight and thrilling first few hours and then increasing amounts of boredom and frustration for dozens of hours afterward.
Taking place in a kingdom where there seem to be rot, decay, dead bodies, and bunches of enemies everywhere, the player is a blob that possesses a dead body and fights to reach the Throne Room (and beyond). The story wavers between macabre darkness and very out-of-place humor, but doesn't really grip the player with anything rich or interesting, so we can move on from that.
The gameplay consists of 2D action exploration (a-la Metroidvania) with a set of weapons, subweapons, abilities, and stats raised via scrolls. The catch? Nearly everything is reset after player death, with a few upgrades and weapon unlocks available to encourage a grind for some small amount of improvement. Roguelike/lite elements are usually tricky business, easily turning into frustrating slogs or grinding for the promised upgrades that may help with encounters. Dead Cells falls into that trap headfirst, with runs that can take up to an hour but will turn into many hours.
For a game like Dead Cells, …
Dead Cells toys with the idea of roguelike elements in its 2D side-scrolling format, creating a mechanically tight and thrilling first few hours and then increasing amounts of boredom and frustration for dozens of hours afterward.
Taking place in a kingdom where there seem to be rot, decay, dead bodies, and bunches of enemies everywhere, the player is a blob that possesses a dead body and fights to reach the Throne Room (and beyond). The story wavers between macabre darkness and very out-of-place humor, but doesn't really grip the player with anything rich or interesting, so we can move on from that.
The gameplay consists of 2D action exploration (a-la Metroidvania) with a set of weapons, subweapons, abilities, and stats raised via scrolls. The catch? Nearly everything is reset after player death, with a few upgrades and weapon unlocks available to encourage a grind for some small amount of improvement. Roguelike/lite elements are usually tricky business, easily turning into frustrating slogs or grinding for the promised upgrades that may help with encounters. Dead Cells falls into that trap headfirst, with runs that can take up to an hour but will turn into many hours.
For a game like Dead Cells, variety is key to satisfying runs, and I assure you that areas and enemies will start mushing together after a few runs. Areas look gorgeous with vibrant uses of color (which work well with specifying stat bonuses and gains on weaponry) but they blend together sooner than necessary. Music is also not too impressive, but stays in the background and doesn't interfere with the action.
Weapon layouts are especially cruel in this game, as players will often gravitate towards optimal builds but get stuck with a large amount of unlocked weaponry if they do exactly what the game encourages them to do. This is a game where random generation can truly work against the player's enjoyment - luckily the game offers custom modes for locking these weapons in place, slightly improving the experience.
As for mechanical balance, most weapons feel much too slow, and gameplay requires speed and taking advantages of a flurry of well-implemented modifications. Poison, bleeding, burning, and the wondrous freezing - this and more help players strategize with modifiers on their weapons. Many builds are viable, but ranged weapons and intimate knowledge of blocks and parrying may be recommended. This requires a lot of skill and can get very difficult to train over lengthy runs.
Dead Cells is at odds with its dance with roguelike elements, making a solid action experience with many bits and pieces working together but still falling into boredom amidst the frustrating deaths and suboptimal random items. Going for one last shot may be addicting and the game has many challenge levels for players who can trivialize its systems, but I can't say it was a whole lot of fun to surmount these challenges once the initial gleam wore off.
That's right, it's another one of those games where you have to start from the beginning when you die. They made a bunch of cool weapons, items and abilities then decided that instead of creating a balanced game where you grow stronger gradually they would just make you grind. And you lose all the upgrade items when you die so it takes longer, what amazing and clever design.
There's this little-known game called "Diablo". Diablo had many of the same elements as roguelikes. Randomised levels. Randomised loot. Randomised enemies. But Blizzard used these elements to create variety, not to artifically lengthen the game. You could replay levels you had already completed and have a somewhat different experience each time - especially beneficial for a game with 6 different classes to try out. But in Diablo you didn't lose all progress upon death, you could just keep going.
Blizzard released Diablo almost 25 (!!) years ago. Lesser developers still haven't figured out how to properly copy elements from the original Rogue. Pathetic.
I feel like this would be the perfect game for the Nintendo Switch. You can jump in and out at any point. Play, die, grind your way into some butt-kickin' weapons, and repeat...
Even after you beat it on the normal difficulty, it gets its hooks into you, and tempts you to try again at the next highest difficulty. Or, heck -- you can just replay it at the same difficulty again. Since there are multiple routes you can take in the procedurally-generated levels, there are stages and bosses that I still haven't seen, even though I "beat" the game.
I rarely replay games once I beat them, but even after beating Dead Cells, it will probably live in a little corner of my PC's hard drive for quite awhile.
There are tons of different weapons you can use, all of which play completely differently. On my winning run, I started with a slow, clunky sword and a shield that I could use to charge into enemies and stun or knock them off ledges. Then I swapped the sword out with a Heavy Crossbow, which is basically a crossbow-shotgun for blasting enemies in the face. And then, just as I …
I feel like this would be the perfect game for the Nintendo Switch. You can jump in and out at any point. Play, die, grind your way into some butt-kickin' weapons, and repeat...
Even after you beat it on the normal difficulty, it gets its hooks into you, and tempts you to try again at the next highest difficulty. Or, heck -- you can just replay it at the same difficulty again. Since there are multiple routes you can take in the procedurally-generated levels, there are stages and bosses that I still haven't seen, even though I "beat" the game.
I rarely replay games once I beat them, but even after beating Dead Cells, it will probably live in a little corner of my PC's hard drive for quite awhile.
There are tons of different weapons you can use, all of which play completely differently. On my winning run, I started with a slow, clunky sword and a shield that I could use to charge into enemies and stun or knock them off ledges. Then I swapped the sword out with a Heavy Crossbow, which is basically a crossbow-shotgun for blasting enemies in the face. And then, just as I went into the final boss fight, I replaced my shield with an Impaler (quick, stabby spear) that inflicted poisoning. Along with my Heavy Crossbow (which I was able to spec to do an extra 175% damage on poisoned enemies), I was able to wipe the floor with the Hand of the King without even needing to use a healing potion.
Fun times.
I feel kinda weird about this game. I dont quite feel like I've trult played it, even tho I have beaten it. But I've decided I'm done with it and I kinda want to put out my thoughts on it
Dead Cells is a game of contradictions. It is heavily akill based, with fast, twitchy combat and massive damage to you if you mess up, with few opportunities to recover health in each dungeon. But it also has various randomly acquired equipment that can be incredibly more powerful or easy to use than the average fare you'll normally get, which can let you break the game with some simple combinations. The game is very silly and lighthearted. Your character, headless, communicates thru jaunty gestures: a goofy thumbs up, an aggressive middle finger salute, an irritating pounding on a locked door. The weapons and equipment are filled with references to other video games with no regard for tone or atmosphere, and often err on the side of novelty. But the world implied by lore and writing is dark and tragic, the atmosphere intended to be oppressive and melancholic. This leads to some real whiplash of tone. I remember one run in …
I feel kinda weird about this game. I dont quite feel like I've trult played it, even tho I have beaten it. But I've decided I'm done with it and I kinda want to put out my thoughts on it
Dead Cells is a game of contradictions. It is heavily akill based, with fast, twitchy combat and massive damage to you if you mess up, with few opportunities to recover health in each dungeon. But it also has various randomly acquired equipment that can be incredibly more powerful or easy to use than the average fare you'll normally get, which can let you break the game with some simple combinations. The game is very silly and lighthearted. Your character, headless, communicates thru jaunty gestures: a goofy thumbs up, an aggressive middle finger salute, an irritating pounding on a locked door. The weapons and equipment are filled with references to other video games with no regard for tone or atmosphere, and often err on the side of novelty. But the world implied by lore and writing is dark and tragic, the atmosphere intended to be oppressive and melancholic. This leads to some real whiplash of tone. I remember one run in which I talked to a shopkeeper, dressed as a chef, who offered me silly equipment such as a frying pan and Gordan Freeman's famous crowbar, only to next walk into a room with a womans corpse hanging from the ceiling. Upon inspecting it, I found a note she'd written about how she would not allow the undead plague to take her children. Her children's bodies lay in the bed next to her, there throats cut by their own mother. That kinda brought the mood down. At least until Goomba-stomped the next enemy into paste. The game is clearly meant, like most roguelikes, to be a long affair, with a slow and gradual advancement. My first few attempts certainly fit that mold. But I managed to create a build in my second sitting that was so overwhelmingly powerful that I breezed thru the second half of the game with zero difficulty, and defeated the final boss without much of a struggle. It wasn't random either. I chose 1 specific starting mutation because I thought I could make a pretty good build out of it, and I was correct. But without such an overpowered build, I often die quickly from a simple mistake. I'm not a big fan of Metroidvanias. I've played a lot of them now, and there are several I've enjoyed, including Dead Cells, but I never quite get to the point of loving any of them, or really wanting to see them thru to the end. So it's not really a surprise that I find this game kinda underwhelming. However, the gameplay is extremely well made, fast paced, fluid and responsive. It is fun just to move, jump, and roll in this game, all of the core mechanics perfected over what I'm sure was a long time of reiterating. The weapons are generally very fun, except for the ones that just dont suit my playstyle. I can easily see this game being absolute crack to the right player, a game they would play over and over and never get bored of. But unfortunately I'm not that player. Overall, I think this is a good game, probably an absolutely great one for a lot of people. But it has a lot of little grievances in it for me personally, and I dont really feel compelled to keep playing, especially if I need to purchase DLC to get more out of it.
Note: I really dont like the way the DLC is implemented. The route thru the game is semi-randomized, with several exits to each level that to to alternate areas. But several of these exits will frequently appear, only to be jarringly told YOU NEED TO PURCHASE DLC TO ENTER THIS AREA. The developers could obviously code it so these exits dont appear unless you have the dlc. I assume it's meant to regularly prod the players towards purchasing them, which I dont much care for as a consumer.
Relatively early on I found a crowbar that does critical hits for several seconds after smashing through a door, which was funny but didn't seem all that useful—until a dozen or more runs later when I unlocked an item that lets you summon a door.
It's stuff like that which had me still intrigued by the game even after rolling credits, and while at this point I'm moving on to other games I'll probably still come back to Dead Cells every once in a while. There's not a whole a lot of story, but there doesn't need to be, and the little bits of worldbuilding you get from the loading screens and find scattered around various secret areas definitely builds a vibe.
What keeps you coming back for more are the mechanics. The main draw is the variety of weapons, items, and randomly-assigned effects, but there are also various traits ("mutations") that you assign over the course of a run that let you hone a playstyle, and an ability you get after you first complete run that completely changes how you can approach the game. The game also goes out of its to encourage either hack-and-slash speedrunning or careful completionism, …
Relatively early on I found a crowbar that does critical hits for several seconds after smashing through a door, which was funny but didn't seem all that useful—until a dozen or more runs later when I unlocked an item that lets you summon a door.
It's stuff like that which had me still intrigued by the game even after rolling credits, and while at this point I'm moving on to other games I'll probably still come back to Dead Cells every once in a while. There's not a whole a lot of story, but there doesn't need to be, and the little bits of worldbuilding you get from the loading screens and find scattered around various secret areas definitely builds a vibe.
What keeps you coming back for more are the mechanics. The main draw is the variety of weapons, items, and randomly-assigned effects, but there are also various traits ("mutations") that you assign over the course of a run that let you hone a playstyle, and an ability you get after you first complete run that completely changes how you can approach the game. The game also goes out of its to encourage either hack-and-slash speedrunning or careful completionism, such that you can kind of go either way on any given level depending on your loadout and how well you know that map (though the levels are procedurally generated to an extent, each one has a certain level of consistency, particularly in the earlier levels). And with a few upgrades, you can start each run with a random loadout rather than the defaults, making every run fresh right from the start, unlike Enter the Gungeon or Hades, where you start with the same basic loadout every time (or I guess one of 5 basic loadouts).
Also, speaking of those games, Dead Cells has a surprisingly large world, with most levels branching off in at least two directions, so you're not just playing through the same 5 levels every run.
All of which makes Dead Cells one of the most replayable and least exhausting rogue-likes I've played.
Also there's a katana that lets you do the anime slash-through-the-enemy-and-then-they-get-hurt thing for a critical hit, which is very fun.
I mostly enjoyed this game, however, I didn't finish the game. It's just too much of a slog being a more true rougelike/lite and a bit too long.
4/10 Ce rogue like est pas terrible, le gameplay peut aller mais les salles sont trop répétitives, toujours pareil, et les DLC ne font que renforcer cette impression. Pas terrible du tout.
man is a simple creature. if you ask me why i love this game, i could list all kinds of things. its perfect soundtrack, its sense of humor, its tease of a story that's deep enough to be interesting and hidden enough to be a puzzle you need to put together but not a puzzle with its pieces so scattered that the effort isnt worth it. its environments and aesthetic, its level design, its variety of enemy types and difficulty curve
but at the end of the day? the game is fun. it's a roguelike metroidvania. im a guy who loves both roguelikes and metroidvanias. of course i love this game. it is fun to play!!!!!!!!!
I have a lot of playtime in this game but I can't honestly say I enjoyed my time with it. I feel bad saying it because it was gifted to me by my cousin (if you're reading this, this review is just a joke teehee).
I really wanted to like it, in fact at first I did. There are a lot of fun weapons and finding interesting synergies was a highlight. It took me an embarrassing amount of time to beat it the first time, and honestly it got pretty tedious for me. When I started with the 2 core (I forget the name of the modifier) difficulty and learned that the healing flasks were just going to keep decreasing it was pretty demoralizing. I mean there were new enemies and stuff but the fact that the game expects you to play perfectly is pretty frustrating. I wanted to rush because it takes so long to get to the end, but then I'd make a little mistake and the run would die. It just go too frustrating for me and I stopped playing.
Maybe rougelikes (lites? idfc) just aren't for me.
Dead Cells is a roguelike-metroidvania video game developed and published by Motion Twin. Following about a year in early access, Dead Cells was released for Linux, macOS, Microsoft Windows, Nintendo Switch, PlayStation 4, and Xbox One on August 7, 2018. (reference: Wikipedia)
Dead Cells, in addition to my stolen and referenced paragraph, is a pixel graphics, side scroller, and platform in one, just to call out some of the defining qualities of a game in the metroidvania genre.
My first run ever (following PAX East 2019 when I bought the Signature Edition on PS4) was not pretty, falling to the lowly zombie, and being stricken down by arrows and exploding orbs. I found the learning curve steep.
Each run garnered cells which could be used to unlock skills, mutations, and other special tricks and treats which are yours to keep after each run. However you have to find them during subsequent runs, or they may not appear at all. It's completely random. When you died, and I mean when because I died a lot, your cells become lost and you start over from the beginning in your prisoner cell. This is permadeath to those who don't know. No checkpoints or …
Dead Cells is a roguelike-metroidvania video game developed and published by Motion Twin. Following about a year in early access, Dead Cells was released for Linux, macOS, Microsoft Windows, Nintendo Switch, PlayStation 4, and Xbox One on August 7, 2018. (reference: Wikipedia)
Dead Cells, in addition to my stolen and referenced paragraph, is a pixel graphics, side scroller, and platform in one, just to call out some of the defining qualities of a game in the metroidvania genre.
My first run ever (following PAX East 2019 when I bought the Signature Edition on PS4) was not pretty, falling to the lowly zombie, and being stricken down by arrows and exploding orbs. I found the learning curve steep.
Each run garnered cells which could be used to unlock skills, mutations, and other special tricks and treats which are yours to keep after each run. However you have to find them during subsequent runs, or they may not appear at all. It's completely random. When you died, and I mean when because I died a lot, your cells become lost and you start over from the beginning in your prisoner cell. This is permadeath to those who don't know. No checkpoints or quick saves, your run is over.
I began my mountain climb up this learning curve and eventually got past the first procedurally created level (no two levels are the same with random weapons and skills).
Each run was a little easier until I hit a plateau. It seemed I got far into the game, runs would last over an hour, then I just couldn't progress from the clock tower or castle.
Then all of a sudden I got gud (a little easter egg hidden in the game) but really, I became familiar with the behavior of each enemy, confronted the Hand of the King.
I died.
I reached the summit then fell off.
My next run I effortlessly climbed the mountain, got the the boss, and took him down. It felt amazing.
This mountain climb is over and I'm venturing down savoring the journey.
For a game to make me feel so many emotions I have to give it a 5/5.
Now on to the next mountain: Hard Mode.
I started this last year shortly before it came out of Early Access and, while the combat and pace of the game were great, the game felt like it made the critical mistake common of roguelikes where unlocking new items for future runs made your overall item pool worse because the items ended up being bad. The game has come a long way since even then, it feels like, and there are few useless items & a pretty steady drop rate for new item recipes to unlock. Huge improvements have also been made to the passive abilities you can unlock, timed gated, and hundreds of other aspects of the game. It’s clear they are really listening to community feedback and are dedicated to improving the game, so plaything through it this year was a really pleasant surprise.
LIKE
DON'T LIKE
+ Addicting and satisfying combat, both melee and ranged
+ Interesting settings and visual style
+ Huge variety of weapons to choose from, each with a unique, randomized quirks and traits
+ Great design for characters, enemies and bosses
+ High replay value that rewards both players who take their time to explore and those who rushes through the levels
>>> One of the best indie game released this year
PROS
CONS
Still trying to get down some strategies to really push through
This game is so well made and beautiful and very neat aesthetically and easy to understand but...what's the point of it? I just...it feels so pointless. After all the hype I was hoping to finally understand but it just feels like an old Genesis "jump here, kill this, no point" kind of game. Am I just missing something?
Played on game pass core. Beat all difficulties and found all the areas and bosses outside the 2 paid DLCs. I did take a look at all the options, assist mode, and custom mode, but kept things at default for normal difficulty. It took a few tries to beat that difficulty. The most important thing was unlocking the permanent healing flask upgrades as the biggest issue with this game was lack of healing. To help with that I chose necromancy as my first mutation to get a little bit of healing from each kill. I always took the sword and bow at the beginning, never even trying any shield until after beating Hell mode. I can see shields being key to surviving higher difficulties. Melee was great against ranged enemies and I absolutely loved using the bow to snipe. Due to the extreme damage done by enemies and the lack of healing, I found cheese to be the way to go. Probably on my second or third attempt I found fire blast and blood sword, and the wonders of hit and run damage over time. Fire blast was a pretty sweet weapon that could often one shot enemies. On the …
Played on game pass core. Beat all difficulties and found all the areas and bosses outside the 2 paid DLCs. I did take a look at all the options, assist mode, and custom mode, but kept things at default for normal difficulty. It took a few tries to beat that difficulty. The most important thing was unlocking the permanent healing flask upgrades as the biggest issue with this game was lack of healing. To help with that I chose necromancy as my first mutation to get a little bit of healing from each kill. I always took the sword and bow at the beginning, never even trying any shield until after beating Hell mode. I can see shields being key to surviving higher difficulties. Melee was great against ranged enemies and I absolutely loved using the bow to snipe. Due to the extreme damage done by enemies and the lack of healing, I found cheese to be the way to go. Probably on my second or third attempt I found fire blast and blood sword, and the wonders of hit and run damage over time. Fire blast was a pretty sweet weapon that could often one shot enemies. On the run where I first made it to the final boss I was using melee and frost blast. The way frost blast just froze enemies solid was such a good combo. Unfortunately it did not work as well on bosses and I was not able to kill the final boss. The main reason was lack of damage on my part because I had been choosing stat upgrades based on maximizing my health. For the next run I specialized in tactics and had very high DPS. I liked using wolf traps to immobilize enemies and make them easier to kill from range. For this run I had an amazing combo of lightning whip, multi nock bow, slicer trap and heavy turret. Oh yeah the cheese was through the roof. That lightning spell did crazy damage, damage over time, auto aimed, could hit above and below, and I could float in the air for a little while shooting it. I could also drop down those traps and hide where enemies could not get me. I slaughtered the final boss with this build. Not sure if I unlocked the barbed arrow mutation at that point yet, but it proved to be incredibly powerful combined with bow.
After this I decided to start using assist mode because fuck that permadeath shit. Even having to restart the entire level with infinite deaths turned on was too much of a penalty. I also turned on highlights for secrets to make them easier to find, and revealed the map. I progressed through the game trying out the different levels, other bosses and different weapons. All the while steadily unlocking new stuff. Since unlocking new weapons and skills gave a free copy I put them one point away from unlocking so that I could use them on a run where I did not get good stuff starting off. Each difficulty got progressively harder and harder, mainly by reducing the amount of healing available. By probably the third difficulty I used assist mode to drop trap damage to 20%, mainly due to the derelict brewery; oh how I hated that place with its Donky Kong exploding barrels crap. By the next difficulty I also lowered enemy damage to 20% because I was sick of dying and restarting levels. It was not very often that I would die from sudden damage. Mostly it was more like death from a Thousand Cuts and not enough healing. I kept enemy Health at 100% because I wanted some fun and challenge, but I did have to lower enemy Health to 20% to beat the bosses sometimes, particularly if I didn't have very good weapons.
Some standout weapons and skills: the magic bow fired several homing arrows with each shot and synergized extremely well with barbed arrows. It was also very good against conjunctivitis boss. My Hard mode run gave me a legendary scepter with invincibility while spinning, which dominated the entire game. The Tesla coil was interesting in that it had more vertical range than the turrets, but I preferred the better horizontal range. The seismic sword rooted enemies and did a medium range root attack, but it really sucked against the bosses. The nail did all crits while bouncing on top of enemies, and could get some cheeky shots from below. The explosive crossbow took up both slots and was incredibly effective with absurdly high damage; an area affect shot that did critical damage to the target but did not have arrows to get stuck in for barbed, and the melee that similarly did area damage with criticals on the target. Despite how crazy effective this weapon was I had to lower the health of the final boss. It owned the giant though, which was satisfying because the first time I fought the giant I had a damage over time build, which went very poorly because his eyeball did not take damage while it was not out. For either the first or second nightmare run I had an extremely effective chicken assassin build. I found an amulet that granted invisibility; best thing in the game! I combined that with the skill that turned me into a chicken shooting a bunch of egg bombs. What I did was wait until the enemies were close to a wall, turn my back to them, then shit out a ton of eggs that chain gibbed them to death without being able to attack me. Oh yeah so cheap. Unfortunately I never found invisibility again, and it did not work against bosses. I had to beat Nightmare mode twice after beating the final boss and looking up where to get the last boss cell. Then I beat Hell mode with a brutality build using twin blades and frost blast with crazy high damage. The teleporting enemies and regular new spawns put a bit of a hamper on the cheese, but I could also lure them into my traps. I did die a couple of times in the Astro lab and the final collector boss took several attempts. For my final run I did custom mode. I left the difficulty at Hell including all the malaise effects, put healing back to the max, max mutations and max starting gold. It was too easy and probably needed to be paired with Max enemy damage. On this run I used the war javelin and found a pistol for a very interesting brutality build. The javelin was only one shot but very powerful and I could teleport to it. The pistol was more like a shotgun with only short range but did not need to reload and did a lot of knockback, so it was fun knocking enemies to falling deaths. Unlocks carried over between normal and custom mode but it seemed like the state of the world reset, with the girl at the beginning still being alive Etc. Either that or there was some weird time manipulation stuff after beating the collector.
I did not have enough mutations unlocked for custom mode. Combo was always a good choice, and vengeance was always good for bosses. The other brutality mutations were great for melee builds; open wound for bleeding, Initiative for front loading damage, adrenaline for a bit of healing. Tranquility was great for any range build and support was for having traps. I used ammo with the explosive crossbow though it could come in handy with any bow. Tainted flask gave a free healing charge while the flask was empty after killing so many elite enemies and I absolutely needed that to get through Hell. Dead inside doubled health but prevented any kind of healing, so it was incredibly useful for boss fights when my healing flask was empty. Some useful mutations I was missing: ripper, ranger's gear, berserker, recovery and gold plating. I did find it useful to reset mutations for the bosses. Other than that my gold was best spent at the healing shop; 20k for 1 flask charge, ouch. Though I did not like how 1 healing item was replaced by malaise medicine on Hell. I tried out aspects for a couple early runs to help out but the warning that they prevented unlocking the boss cells meant they were only good for subsequent runs on the same difficulty, or practice. I used relentless after reading up on the recovery mechanic. So essentially relentless allowed me to take a hit and then be invincible while I killed whatever hit me, hopefully recovering most of the damage. I can see some other great builds using the aspects (invisible + assassin, damned + cursed, blood drinker + blood sword etc). I did the daily challenge a few times and found a bunch of secret stuff, though did not bother with the moonflower keys for the castle. Even though the player was given many great and cheap abilities, so too did many of the enemies have cheap abilities. The worst enemy for me was the suicide exploding barrels in the brewery. They did massive damage over a huge area and could teleport to me. They needed to be damaged before they would explode away from me so traps and range weapons were a must. A lot of my deaths were from the big golem enemies that could teleport me to them thus negating cheese. The flying carpets in the Astro lab were annoying with their shot that could only be dodged at the exact right moment. Before that it would keep on top of me and I would preemptively dodge too soon and then get hit by their attacks. The Collector boss also had a move like this. Enemies that summoned adds, like the four-legged robot thing, could also prove to be overwhelming if not defeated quickly. The massive greatsword knights with their incredibly nasty whirlwind were best not engaged directly. Usually I combed every area to loot every single thing and kill every enemy for the best possible rewards and powerups. But these enemies made me at least consider how to skip them.
I can't even fathom playing this game on the harder difficulties without assist mode; the sheer amount of sweat gameplay and rage inducing frustration that would cause. It would be like playing Dark Souls without ever being allowed to rest at a bonfire (if stats could be raised without resting) and having to start over from the beginning upon death. But the option is there for the masochists who enjoy that kind of play. I have immense respect for the amount of customization in this game to tailor the difficulty as you see fit. Without that I'd probably give the game a 7/10. The excellent combat mechanics, huge build variety, and high replayability make this game incredibly fun to play and worth coming back to. Similar in many respects to Hades in quality and feel, but lacking the great story and characters. If I had to make one change to benefit the higher difficulties it would be to have more ways to spend gold on health; multiple food shops in every level, a food shop after every level, and the option to pick food as a category in equipment shops.
8.7/10
Saw a list in Kotaku about 15+ games that you should install in a new pc blah blah, and this game was in it. And I've remembered this game,for yet another time. I've already installed this game 2 times these past 5 years, and both times I was excited about the aesthetic, the different weapons, the pew-pew, the responsivity of the controls, etc. And both times, after a few hours, I found myself at exactly the same position: Grinding the fucking levels again and again, and when came the time that work was done, and I wanted to relax playing a game, the only thing I had installed was this game. And it all felt too much like ...work.
Extremely repetitive, too grindy for my tastes, and while I understand (from some reviews here and elsewhere) that if you manage to slog through the repetitive stuff, the game gets better: Well shiiiiiit. Guess what. I've already leveled a couple of characters to 60 in old school WoW and WoW classic. I don't need any shit middles in games I play.
Some very good ideas in this game, and maybe some even better ones in the DLCs or after the grindy …
Saw a list in Kotaku about 15+ games that you should install in a new pc blah blah, and this game was in it. And I've remembered this game,for yet another time. I've already installed this game 2 times these past 5 years, and both times I was excited about the aesthetic, the different weapons, the pew-pew, the responsivity of the controls, etc. And both times, after a few hours, I found myself at exactly the same position: Grinding the fucking levels again and again, and when came the time that work was done, and I wanted to relax playing a game, the only thing I had installed was this game. And it all felt too much like ...work.
Extremely repetitive, too grindy for my tastes, and while I understand (from some reviews here and elsewhere) that if you manage to slog through the repetitive stuff, the game gets better: Well shiiiiiit. Guess what. I've already leveled a couple of characters to 60 in old school WoW and WoW classic. I don't need any shit middles in games I play.
Some very good ideas in this game, and maybe some even better ones in the DLCs or after the grindy hours, but I guess I'll never know. Not going to install this one again.
Running into the same problem I always do with roguelikes, which is that I'll be on a crazy fluid run- eviscerating everything in my path- and then the final boss cares about none of that and kills me pretty much instantly. Is it a difficulty spike? Should I be adjusting loadouts differently for levels and bosses? Any tips would rule right about now.
I'm not a completionist by ANY means, I usually don't care at all. But the idea of seeing this massive wall of jars filled up... we might have a problem..

The story so far: the art is GORGEOUS and I'm a sucker for an indie game that pays homage to other indie games. This is gonna be a fun game loop while I rewatch Mythic Quest.
I haven't played many Roguelites (really just Spelunky I've spent any time with, couldn't get into the popular ones like BOI/FTL/Rogue Legacy/etc) but I am loving this so far. Learning how to navigate each level feels really rewarding, I'm eager to unlock more permanent runes to open up some new paths
Playing on Android with touch controls is a bit challenging, but I'm starting to get better, even managed to beat a boss yesterday
Uh I beat this the other day but no credits ran. I guess I'm supposed to go to the Cavern? Just how do I get the credits? My brain won't let me be done until the credits start playing.
Dead Cells' Constant Mutations Make It One Of The Best Games Of 2021, Too
Every time I read an article claiming that the latest updates to Dead Cells have made it worthwhile to play I jump back in to see if they are right. And every time I do that I find it as disappointing as I did initially. I think I need to finally give up hope that Dead Cells is something I will one day enjoy.
I'm not a fan of roguelites but the gameplay videos from Returnal have looked awesome. That being said... from what I've gathered on the reviews and the comments here on Grouvee, it seems one of the potential problems (for me) is that it's too RNG dependent on the drops you get. Again, I haven't played the game but I was about 95% not going to buy it anyway, and it's just my morbid curiosity acting up.
I got pretty into Dead Cells a few years back on the Switch and eventually what drove me bonkers is just how much you are at the mercy of the weapons you find earlier on. If I didn't find something decent, I would quickly get demolished. And if I applied any boss cells, I was totally screwed without a ranged weapon.
That's when I decided I was done with roguelites! And therefore, Returnal is going to be a pass from me. Anyway! Just a little ramble, because the reviews have kicked up some rough memories for me from playing Dead Cells...