Looks intres....randomized maps.
I'm out, good level design is essential in these games and you don't get that from random generated maps.
Seriously. If someone doesn't know the game uses procedural generation, they'd never be able to tell. It's that good.
The sad thing it's quite likely you wouldn't have even noticed the map is procedurally generated.
Seriously. If someone doesn't know the game uses procedural generation, they'd never be able to tell. It's that good.
I've only seen a few reviews, and they all pointed out how the procedural stuff drags it down and loses a hand crafted feelSeriously. If someone doesn't know the game uses procedural generation, they'd never be able to tell. It's that good.
Ok they are both in the Temple. One is Royal Guard, a golden knight looking guy found in the upper left section later in the temple. The other is the Ladori priest without the sickle weapon thing. Should be in the same area or just before?
I played about two hours last night and I didn't get that impression.I've only seen a few reviews, and they all pointed out how the procedural stuff drags it down and loses a hand crafted feel
I wish you could mark points on the map so I won't have to do a lap to find places I couldn't access before with a new upgrade.
(Although if I don't find a pot roast in a breakable wall soon that will be another point down)
Once you find the black feather in the keep, go back to the catacombs. There's a path that opens there (at the top) where you'll find the item you need to progress further in the keep.
solid game, but in the end, very...I dunno, unremarkable? I dont really have anything bad to say about it really, and tis well worth playing if you like the genre, but I also wouldnt tell anyone to rush out and buy it I guess.
I understand why they wanted to do a procedurally generated game, but I don't think the desired result is realized. While the rooms may be handcrafted, the layout definitely has a computer-generated vibe to it. I can't imagine playing through it again and I can't imagine that the experience will stick with me in the coming months.
Sony europe is so incompetent it's still not up in the dutch psn store one full day late already what a complete fools.
How can sony fuck that up XD
Atleast deaths gambit is finally pre order able. Hopefully chasm appears today or midnight......
Dev has confirmed that they hit a snag(their words) in a couple of EU countries, working on making it available asap.
Use magic knives to damage it. You'll find it a lot easier to dodge its attacks. The only time to safety melee is when he digs digs up and back down.
Thanks, this work like a charm
Regarding the procedural generated aspect of the game it's obviously a minus if you don't plan on playing it twice. All the time wasted on making tha game able to generate an infinite number of mostly OK maps could've been used in making a really exceptional one
I kind of agree with this but I can understand why they went this route as they were trying to set themselves apart from other games in this genre and I am fine with them taking the risk.
Yup
INT gives your spells more damage. CON as a stat is usually to help stymie status effects, but I haven't noticed any difference in the game.Is there an explanation somewhere what the stats do? Specifically, what do INT and CON do?
Hmm. I could have sworn I already tried that. Maybe there's one I'm missing but I went up to the circular thing with a slot in the middle while wearing it, and nothing happened.Sorry for my late reply. Been playing!
Go to the gardens. There will be a scene near a door. It will be a blue room on your map with no name on it if you've found it already. Put the pendant on to proceed to the temple
I get the sense that a lot of "critics" of procedural generation don't understand that most of the good games that use it have hand crafted rooms, it's just that they're stitched together procedurally. It's a lot of work to make a good system for procedural generation, and there are a lot of games that do it well. Just look at Into the Breach. Those randomized stages are so good that they feel entirely hand crafted. I wanna know what games they played that soured them on roguelite/like gameplay (if they ever gave them a chance to begin with).I'm perpetually surprised at the unending stream of people that must make a point to tell everyone else how much they dislike procedural generation, as if that marked them as profound connoisseurs of game design as opposed to prejudiced and ignorant.
Rogue Legacy has hand crafted rooms too, but there's a lot less care that went into each one, and there are rarely secondary goals that lead into each other, and there's no accounting for rising difficulty of rooms the further into an area you go. So if that's your metric I can understand being wary of it, even though I actually like RL. But Chasm handles this so much more cleverly, it's a shame people are missing that.I get the sense that a lot of "critics" of procedural generation don't understand that most of the good games that use it have hand crafted rooms, it's just that they're stitched together procedurally. It's a lot of work to make a good system for procedural generation, and there are a lot of games that do it well. Just look at Into the Breach. Those randomized stages are so good that they feel entirely hand crafted. I wanna know what games they played that soured them on roguelite/like gameplay (if they ever gave them a chance to begin with).
Thanks!INT gives your spells more damage. CON as a stat is usually to help stymie status effects, but I haven't noticed any difference in the game.
Yeah, frankly I'm a bit confused at how RL got so popular. It's a pretty mediocre roguelite IMO and lots of games do everything it did better.Rogue Legacy has hand crafted rooms too, but there's a lot less care that went into each one, and there are rarely secondary goals that lead into each other, and there's no accounting for rising difficulty of rooms the further into an area you go. So if that's your metric I can understand being wary of it, even though I actually like RL. But Chasm handles this so much more cleverly, it's a shame people are missing that.
Yeah, some games just randomly catch zeitgeist. It can be hard to predict. I think the charming art style and some of its more progressive character design elements carried it a lot further than it would have gone otherwise.Yeah, frankly I'm a bit confused at how RL got so popular. It's a pretty mediocre roguelite IMO and lots of games do everything it did better.
Yeah, I guess they thought having a save right before and right after the boss fight was a bit redundant. But the reason there's not a portal right away is because they're trying to encourage players to go out and explore instead of retreating back to safety.Had a bit of an annoying experience with the first boss, as I managed to beat it after several tries and some grinding for mana. Went to the next area, got the wall climb/jump gloves, and ran into the bee hive enemy that I died trying to figure out how to take it down. The last save point was before the boss, so I naturally had to start over with the boss fight again. Got past it after several more attempts and immediately went back to the save point above the boss fight area to prevent that from happening again. Eventually found the cave in that next area and the teleport to the cave shortcuts from the first area so I could go back to the town, but a new item, refill health/mana, and get a fresh save. At least I know now that I shouldn't trust the game to be even a little bit better than Symphony of the Night with regards to save.
Yeah, frankly I'm a bit confused at how RL got so popular. It's a pretty mediocre roguelite IMO and lots of games do everything it did better.
INT gives your spells more damage. CON as a stat is usually to help stymie status effects, but I haven't noticed any difference in the game.
Hmm. I could have sworn I already tried that. Maybe there's one I'm missing but I went up to the circular thing with a slot in the middle while wearing it, and nothing happened.
Oh come on, that's such a ridiculous statement. If procedurally generated level design was even remotely capable of replicating tailored level design, games wouldn't need level designers.
The sad thing it's quite likely you wouldn't have even noticed the map is procedurally generated.
Dwarf Fortress and Unexplored do a pretty good job. And this game too supposedlyOh come on, that's such a ridiculous statement. If procedurally generated level design was even remotely capable of replicating tailored level design, games wouldn't need level designers.
They're both roguelikes, so the procedural generation plays a very different role, where you're going through levels multiple times within a single "playthrough" of the game.Dwarf Fortress and Unexplored do a pretty good job. And this game too supposedly
I mean, the rooms themselves were made by hand, it's just the arrangement of rooms that changes. There are advantages and disadvantages to both. As a Metroidvania, I would definitely say a game like Hollow Knight has far better level design then what I've played of Chasm. That said, Chasm can give you a much different experience each time you play it, which Hollow Knight doesnt offer. Hollow Knight is also a fairly long game, whereas Chasm is fairly short, in part to encourage multiple playthroughs. So there are tradeoffs for either method, just like any design decision.Oh come on, that's such a ridiculous statement. If procedurally generated level design was even remotely capable of replicating tailored level design, games wouldn't need level designers.
I added it after, the rooms are hand-made in this, not generatedThey're both roguelikes, so the procedural generation plays a very different role, where you're going through levels multiple times within a single "playthrough" of the game.
Procedurally generated level design has a time and a place. It doesn't mean it's always a good replacement for tailored level design. Like I said, there's a reason level designers are still a thing.
I'd have appreciated a quick autosave in the boss room as a reward for beating them, but now I'll probably just yoyo from the save point making slow progress until I find a weapon I like.Yeah, I guess they thought having a save right before and right after the boss fight was a bit redundant. But the reason there's not a portal right away is because they're trying to encourage players to go out and explore instead of retreating back to safety.
Yeah, frankly I'm a bit confused at how RL got so popular. It's a pretty mediocre roguelite IMO and lots of games do everything it did better.
How do you mark points on the map?You can actually set markers on your map. It took me while to fully understand the map as it is kind of vague but now I am at the point where I can tell what area I haven't accessed yet.
So after beating the game just under 7 hours at 99.7% complete, I never completely fell in love with it. It's very serviceable, but it's so cookie cutter that I was just kind of going through the motions. Also, level 3 magic dagger is way too overpowered. The fact you can out range even the toughest enemies aggro means they sit there till they die without even noticing you.
I feel you. But later on a lot of the tougher enemies blocked the dagger too frequently to use it I found. The dagger was definitely the best spell. Which is weird.
The first area was virtually identical for me on a restart with a different seed. I assume the later ones use procedural generation more heavily, since I did start to get some repeating layouts (most noticeably in the garden area).I played about two hours last night and I didn't get that impression.
Same. This is a huge flaw in the game, IMO. And it's only really at the final boss that the game is like okay no more of that now!So after beating the game just under 7 hours at 99.7% complete, I never completely fell in love with it. It's very serviceable, but it's so cookie cutter that I was just kind of going through the motions. Also, level 3 magic dagger is way too overpowered. The fact you can out range even the toughest enemies aggro means they sit there till they die without even noticing you.
Same. This is a huge flaw in the game, IMO. And it's only really at the final boss that the game is like okay no more of that now!
If you get the mana ring from one of the villagers then you basically never run out of mana. It's not an exciting way to play the game, so I'll probably choose a different spell next time.
Yeah. I went overboard in preparing for things because I didn't know how bad things were going to get. Turns out... not very. So if I run through again I'm going to try to have more fun with it and not waste hours scrounging every corner for extra weapons and loot.Haha I had that Mana ring equipped immediately as soon as I found it as well. On my second playthrough I'll definitely abstain from using it. I just hope the games random generation really switches things up, but I'm kinda doubting it. Even if rooms are in a different order it's not necessarily going to feel different enough to me .