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Rogue Legacy is a genealogical rogue-"LITE" where anyone can be a hero. Each time you die, your child will succeed you. Every child is unique. One child might be color blind, or they might have Tourette's. They could even be a dwarf.
That's OK because...
Rogue Legacy is a genealogical rogue-"LITE" where anyone can be a hero. Each time you die, your child will succeed you. Every child is unique. One child might be color blind, or they might have Tourette's. They could even be a dwarf.
That's OK because no one's perfect, and you don't have to be to win this game. But you do have to be pretty darn good because this game is HARD. Fortunately, every time you die, all of the gold you've collected can be used to upgrade your manor, giving your next child a step up in life and another chance at vanquishing evil.
A genealogical roguelite where every death results in stronger children and a fresh new look at tackling the castle minions.
More than 30 unique traits affect gameplay in unique ways, such as Colorblindness, Gigantism, and Irritable Bowel Syndrome.
Procedurally generated castles that extend replay value by making every attempt a unique experience.
Copyright(C) 2011-2013, Cellar Door Games Inc. Rogue Legacy(TM) is a trademark or registered trademark of Cellar Door Games Inc. All Rights Reserved.
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Controller support: Rogue Legacy supports XInput and DirectInput controllers.
Please be advised that Windows 10 operating system will receive frequent hardware driver and software updates following its release; this may affect game compatibility
推荐系统配置:
Controller support: Rogue Legacy supports XInput and DirectInput controllers.
Please be advised that Windows 10 operating system will receive frequent hardware driver and software updates following its release; this may affect game compatibility
The game is really challenging right from the start. And not the good kind of challenge, I'm talking about the kind of thing that only gets you angry and bored after so many tries. The idea is good enough, but the gameplay design along with the AI difficulty makes it too hard to enjoy. Definitely money down the drain.
It's an ok game, after a while it gets tiresome because it's skinner box style. go to the castle, upgrade, go to the castle again, upgrade again.... After that there's not much to it! the challenge goes up as the upgrades go up.
I made the terrible mistake of purchasing this the week before my university finals.
Suffice to say, I've done next to no study for exams...
This is a Rogue-like game, with a randomly generated castle (which can also be locked down by an upgrade to stop it changing for that play-through).
The game is challenging, addictive, has fantastic music and art direction. It rewards the player constantly and consistently with many types of upgrades for your chosen hero - heroes themselves are varied enough that that no two plays are quite the same.
This game feels completely nonsensical. Playing it for the first time feels like i've somehow started playing on somebody else's savefile. There's very little disposition for what's going on. A game doesn't necessarily need an explanation if the things in the game don't need that much of a backstory or explanation. But in this case, the game feels unfinished.
You're thrown into a new game with an extremely brief "tutorial" (which doesn't explain the controls until you've already figured them out, so what's the point of the tutorial). This gives the smallest amount of a backstory and explains a little bit of the characters' backstory but hardly explains why you're there.
There's an unnecessary amount of enemies that you'll run into straight away, literally within the first 2-3 rooms, which makes no sense for the structure. There's absolutely no reason for this, it's not even explained why the enemies are there- they just are.
The game has GBA style music and a pixellated art aesthetic (which feels oddly higher quality than the style the music is going for). It doesn't feel like this aesthetic is needed to improve the atmosphere of the game in any way.
Controls are floaty and it feels like a bad PC port with the layout of the controls being all over the place.
I like the tower upgrading system and how it actually effects the design of the tower in the upgrade screen. The attributes system is interesting and it seems okay but underdeveloped.
...and all the "UPGRADE COMPLETE" grinding, too ;)
Basically, you have the heart of a nice sword-swinging platformer in randomized levels (I liked the map generation a lot, and the enemies are pretty varied), and then a shell of spending hard-earned gold on unlocking new classes, upgrades to your health, damage etc., and buying items to equip.
With decently decked-out character you can now breeze through the starting areas feeling all-powerful, letting spikeballs bounce on your head with barely any impact (and destroying them, thanks to Retribution runes). There are hard choices to make - every character class has some cool powers, and there are only so many equipment pieces and runes you can wield at once. You are not going to waste Siphon runes on a Spellsword, for example, but they could make sense on an Archmage - up to a point when every spell you cast yields net positive mana if it hits at least one enemy. If you have enough dexterity, you can jump into a room with Hokage and clear out the enemies with just a few sword swings. To play defensively and survive longer, choose a Barbarian with tons of health. And if you want to switch gears and just collect gold for that spell discount, get a Spelunker.
I got more than 20 hours of fun out of the game, beaten it and toyed for a while with NewGame+. All in all, good entertainment.