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Dead cells steam forum7/14/2023 ![]() ![]() I've never gotten into a situation where the damage I was dealing to bosses was "plinking" but then I haven't played the highest difficulties yet. Note that stat points do not come from XP, rather scrolls that you find scattered throughout the levels, giving a tension between thoroughly exploring the level to find that one extra scroll, or speed running the stage to get a huge reward that always includes one guaranteed scroll. As for "tickling" bosses, there's a rudimentary stat system in the game and the main tradeoff is between throwing everything into one stat to make 1/3rd of the weapons in this game extremely high damage verses evenly distributing between the three stats to maximize your HP. The map looks very castlevania-esque, lots of wide rectangular shapes. Rooms come in general shapes, but the exact placement of platforms and enemies in them may vary. ![]() The level generator is not pre-made rooms linked together like rogue legacy, nor is it a mario-esque amalgamation of squares like spelunky. No enemy is much of a threat alone in this game, it's handling them all in large groups that's the challenge. ![]() Some enemies have undodgeable area attacks that need to be jumped and/or avoided. Enemies in this game have a little exclamation point over their head right before attacking and if you perfect-block with the shield you fully block the damage and reflect some back on the enemy plus set off the shield's special effect. You can carry 2 weapons at a time and have the option of putting a shield in one of those shots. In fact there's a weapon that gives you automatic crits for rolling behind enemies and backstabbing them. The main defensive mechanic in Dead Cells is a roll dodge with a fairly quick refresh time. Also if you get a good kill combo going, your dude switches to a faster ninja run for a few seconds. It's a very smooth-feeling movement system. Believe it or not the platforming Dead Cells reminds me most of is Rayman, with Castlevania-esque weapon attacks. You do get an i-frame dash really late in the game but it has a huge cooldown time.ĭead Cells I'm still playing to this day. I recall it's mostly just about moving out of the way. It's been more than a year since I've played Hollow Knight so I'm going to tap out on giving such granular info. Are there any existing platform games you'd compare them to mechanically, or are they both fairly unique? What are the main defensive mechanics? Iframes, conventional dodging, stunlocks, speedkills, or something else? How would you say Dead Cells's level generator compares to, say, Spelunky or Rogue Legacy? How important are good item drops to your build, and especially to your damage output? Do you ever get stuck tickling bosses to death? Is there anything in particular that makes either game outstanding, or any serious flaws or annoyances to be aware of? Then he says to the white dude "Watch out for that black dude, he wants a piece of your cookie!" Two working class dudes, one black one white, just baked a tray of ten cookies together.Īn oligarch walks in and grabs nine cookies for himself. ![]() Hollow Knight is very monochromatic in presentation, Dead Cells is a riot of color.ĭead Cells' movement system has much more of a feeling of momentum than Hollow Knight. Hollow Knight powers up by equipping a limited number of magic artifacts that give new (non-movement) abilities, Dead Cells has 3 attribute points as well as up to two weapons and two secondary attacks that can all be individually upgraded/rerolled. Hollow Knight's flow is the typical take-your-time metroidvania exploration with backtracking, Dead Cell's flow is more the typical roguelite "frantically search the levels for money and upgrades before going through the one-way exit." Hollow Knight has a strider-esque insta-slash sword attack, Dead Cells weapons have more castevania-esque windup and recovery times. Hollow Knight has a set map, Dead Cells has random maps. ![]()
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