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In the mood for a turn-based roguelike game? Wait no more, because Mortal Glory 2 is here!

Manage a team of traveling gladiators in this turn-based fantasy roguelike. Find the best recruits, discover powerful item combinations and come up with clever tactics on the battlefield. The tournament awaits those who desire MORTAL GLORY!

Now on GOG!
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GOG.com: Release: Mortal Glory 2
...
Not buyable at the moment.

The gamecard stil shows "Coming soon".

EDIT: Fixed, game is now buyable.
Post edited May 31, 2024 by Ueber
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GOG.com: In the mood for a turn-based roguelike game? Wait no more, because Mortal Glory 2 is here!
(...)
Just like about, what, 90% of all roguelike games? Really GOG, you should try and pick something unique about the game for the literally first sentence in a pitch.

Also pixelated, because of course it is.
Post edited May 31, 2024 by Andrzejef
developers and gog: thank you for bringing this here.

but also:

the description of this was going so well, and i was really into the idea of it, until it turned out to be a roguelike/roguelite. :(

this isn't on you - you built what you wanted - but i also just feel we have absolutely reached saturation point with roguelikes/roguelites.

but i wish you well and i hope this game sells copies so you can keep making games.
I don't get the reflexive roguelite hate. It's just a scaffold for the rest of the gameplay.

You have action roguelites, puzzle roguelites, tactical roguelites, exploration roguelites, FPS roguelites, RPG roguelites, strategy roguelites, citybuilding roguelites, and so on. To say that Roboquest and Against the Storm are the same kind of game because they both use the roguelite format is ridiculous!

The gameplay is the meat, but you're turning it down because you don't like the kind of plate it's being served on.
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MischiefMaker: The gameplay is the meat, but you're turning it down because you don't like the kind of plate it's being served on.
Let me put it this way:

To ME personally, adding rogue-mechanics to a good game is like taking a dump on a really good pizza. It's still a good pizza but I won't eat it!
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MischiefMaker: I don't get the reflexive roguelite hate. It's just a scaffold for the rest of the gameplay.

You have action roguelites, puzzle roguelites, tactical roguelites, exploration roguelites, FPS roguelites, RPG roguelites, strategy roguelites, citybuilding roguelites, and so on. To say that Roboquest and Against the Storm are the same kind of game because they both use the roguelite format is ridiculous!

The gameplay is the meat, but you're turning it down because you don't like the kind of plate it's being served on.
from my perspective:

i like and want persistence. i like and want to explore a game at my own pace. i like and want for there to be plot.

a LOT of the time. [cf: hades, for example] - roguelites and roguelikes are just not interested in any of that stuff.

they're very much about that try, try again loop that often leads towards a design that doesn't carry very much forward [except knowledge of the systems and game]. with systems that support that kind of gameplay, it's often also difficult to build plot into the game.

i mentioned, too, that i like exploring and playing at my own pace. very often, the roguelite/roguelike formula is counter to that. you're playing at the pace the developer intends. you cannot get to being broken and overpowered UNTIL you learn what the developer intended for you to learn along the way. there's no [or often, no easy] way to build a way through the wall the game presents. it's just a wall. you just have to climb over it.

all of this does not feel remotely fun to me. you like it? that's awesome! and i hope you enjoy this game! but it leaves me cold.

now, imagine that there's a glut of this style of game [which there is.] here, we've basically arrived at our destination. i would LIKE a game like this. [specifically, i can see it tying into a thing i appreciate from a historical perspective: ancient rome and their games/the coliseum.] but unfortunately, this isn't that game, because it has that roguelike/roguelite sensibility as it's design philosophy.

---

having said all that, again: i think it's a neat idea. and i hope it sells well and i hope the developers keep at it. i LOVE indie games and i want them to succeed.

edited to add: quite specifically: i want them to do well on gog, so we get more interesting indie games that are drm free.
Post edited May 31, 2024 by lostwolfe
The first one was simple but funny. I will probably get this one at some point, but I just exceeded my budget this week :)
Agreed, the first one was a nice little arena fighter with decent programmed opponents
Not raggin on this game.

Is it just me or does this feel like it should a game....within a much bigger game? I get the vibe, like the way Frogger would be in GTA or something.
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lostwolfe: developers and gog: thank you for bringing this here.

but also:

the description of this was going so well, and i was really into the idea of it, until it turned out to be a roguelike/roguelite. :(

this isn't on you - you built what you wanted - but i also just feel we have absolutely reached saturation point with roguelikes/roguelites.

but i wish you well and i hope this game sells copies so you can keep making games.
To me, it has the exact opposite effect.

roguelike/roguelite means I get to do quick iterations and explore various setups/path that I might not have otherwise known if I had to commit to a specific way to play until I complete the game.

And the quick iteration process means I get to play for a little bit when I have the time and then get to put the game down when I lose which is a natural inflection point to stop playing.

It is a selling point.
Post edited June 01, 2024 by Magnitus
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lostwolfe: developers and gog: thank you for bringing this here.

but also:

the description of this was going so well, and i was really into the idea of it, until it turned out to be a roguelike/roguelite. :(

this isn't on you - you built what you wanted - but i also just feel we have absolutely reached saturation point with roguelikes/roguelites.

but i wish you well and i hope this game sells copies so you can keep making games.
For one, it's an oversaturated genre.

For two, it's very hard to get a roguelike/roguelite with a good mouthfeel.

For a third, this appears to be nothing more than a gladitorial combat simulator, which seems like a hard sell.
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MischiefMaker: I don't get the reflexive roguelite hate.
[Roguelite] is just a scaffold for the rest of the gameplay.

You have action roguelites, puzzle roguelites, tactical roguelites, exploration roguelites, FPS roguelites, RPG roguelites, strategy roguelites, citybuilding roguelites, and so on.


The gameplay is the meat, but you're turning it down because you don't like the kind of plate it's being served on.
- a roguelite is a roguelite...no matter what other attributes (action, strategy, puzzle, etc) you attach to it.
- and the roguelite specific gameplay is exactly what (most) people don't like about roguelites.
- I'd also argue, that "the plate it's being served on" (to stay within your analogy) are the respective applied attributes (action, strategy, puzzle, etc) - "the meat" as such, however, is the roguelite specific gameplay.

I mean: that's why they're all called "roguelites" in the first place.

See: many people love action games, strategy games, puzzle games, etc.,...but that doesn't mean, that all of these people also love roguelites, dressed up as: action, strategy, puzzle, etc.
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MischiefMaker: I don't get the reflexive roguelite hate.
[Roguelite] is just a scaffold for the rest of the gameplay.

You have action roguelites, puzzle roguelites, tactical roguelites, exploration roguelites, FPS roguelites, RPG roguelites, strategy roguelites, citybuilding roguelites, and so on.

The gameplay is the meat, but you're turning it down because you don't like the kind of plate it's being served on.
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BreOl72: - a roguelite is a roguelite...no matter what other attributes (action, strategy, puzzle, etc) you attach to it.
- and the roguelite specific gameplay is exactly what (most) people don't like about roguelites.
- I'd also argue, that "the plate it's being served on" (to stay within your analogy) are the respective applied attributes (action, strategy, puzzle, etc) - "the meat" as such, however, is the roguelite specific gameplay.

I mean: that's why they're all called "roguelites" in the first place.

See: many people love action games, strategy games, puzzle games, etc.,...but that doesn't mean, that all of these people also love roguelites, dressed up as: action, strategy, puzzle, etc.
I would argue that there is no roguelite specific gameplay. Roguelite can mean anything. It just means that it has at least one element from traditional roguelikes. Could be permadeath, could be procedural generation, could be ASCII-graphics or anything else. Just because two games are labelled as roguelites, doesn't mean they have anything in common.

About Mortal Glory 2: I like what I see on the game page. Will pick it up in the near future.