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Ghost in the cell.


Dead Cells is now available, DRM-free on GOG.com with a 25% discount until November 20, 2PM UTC.
Roguelite? Metroidvania? This is RogueVania: progressive exploration, replayability, and the adrenaline pumping threat of permadeath; but it's YOUR own ability that matters the most!
Freeze, zap, pierce or fireball your enemies as you expertly swerve around them to reach the next impossible boss.
Akin to its protagonist, the game is constantly evolving and has just received its biggest update yet, exclusive to GOG for the next 24 hours.

Make sure to grab its atmospheric Soundtrack separately.


Note: This game is currently in development. See the FAQ to learn more about games in development, and check out the forums to find more information and to stay in touch with the community.
Post edited November 13, 2017 by maladr0Id
Looks really nice. Definitely going on my wishlist for now.
Well, I'm thoroughly enjoying it, and glad to see it come here as I tend to wait for super sales to buy things on Steam but picked this up within an hour of it going live on GOG.

This, and CrossCode, are the only two InDev/Early Access games I've bought and I'm not regretting either one.
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takezodunmer2005: [...] the only thing keeping me from snagging this is that it's both EA/InDev [...]
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HeartsAndRainbows: Please don't abbreviate early access with EA. I'm not a fan of the concept either, but it doesn't deserve that big of an insult... ;)
Heh, After seeing EA getting down-voted to hell (Over -660k) over ar its' SW battlefront reddit sub, I think I'll start using a different acronym! xD

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filbz2441: Snip
We think we've added something new and cool to a style that we really love ourselves. If you like it you can find out more about it over here, plus we'll do more posts about how we use 3D lighting and so on to come up with something that is a little different to what's been done before.

Anyway, hi all, nice to meet you, it's good to be on GoG.
It's magnificent to have you here as well, please bring more of your games over here!
Post edited November 14, 2017 by takezodunmer2005
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Zoidberg: OK then. Still doesn't change my point. :P

And cel shading done right DOES give a cartoony look, see WInd Waker and so on.
??? It changes the point, because you're arguing against something that I'm not saying. I explain it again in my reply; I'm using it as an example of how to talk about styles that we dislike, not implying that Dead Cells uses the cel shading style.
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Zoidberg: OK then. Still doesn't change my point. :P

And cel shading done right DOES give a cartoony look, see WInd Waker and so on.
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getrdy: ??? It changes the point, because you're arguing against something that I'm not saying. I explain it again in my reply; I'm using it as an example of how to talk about styles that we dislike, not implying that Dead Cells uses the cel shading style.
Yeah I got that. Sorry I couldn't edit my post: had bad internet.
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Huinehtar: Interlinked.
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Breja: You are nowhere close to baseline.
Dreadful.
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Huinehtar: Interlinked.
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i_ni: Right on the spot. I like you.
Did they teach you how to feel finger to finger?
Post edited November 14, 2017 by Huinehtar
high rated
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filbz2441: Anyway, hi all, nice to meet you, it's good to be on GoG.
Great to see the game brought here. I've been really looking forward to playing it and so far it's been living up to the hype. Kuddos!

My impressions thus far:

- Combat is fast, but fair. There's always plenty of room to assess the situation and you get plenty of options to tinker with; recovering recent damage by doing damage, a dodge roll, roll cancelling, mid-air roll, health potions, stun after doing enough damage, freeze weapons, shields to block and parry with, traps to place, weapon synergies, status effects to inflict, and more that I probably haven't found yet.

- Core gameplay feels good to play. Lots of little quality of life touches that keep your flow going; the sound effect of the jump unobtrusively helping you time your double-jump, walking into a knee-high wall makes you automatically climb it, stats of your weapon are easy to check and your jumps smoothly latch onto the surface that you're trying to get to. Moving around just feels great and you can blaze through areas once you get into the swing of things.

- The game recommends using a controller, but I've had no trouble playing it with the mouse and keyboard; controls are responsive and snappy. All controls can also be reconfigured, including the mouse buttons so you can play solely with the keyboard if you want to.

- A few things regarding the Daily Runs: to unlock them you need to beat the first boss and you don't need Galaxy to do them, only an on-line connection. You only need Galaxy if you want your score to be added to the leaderboard, but for nothing else.

- It runs well even if you have a less than stellar PC and seems well suited to being played on a laptop.

- You can save-on-exit and resume at any time, so having to stop for a bit doesn't ruin a good run.

All in all, a great game already. A lot of the stress that you can get in a game with perma-death is mitigated by how good it feels to play and that you don't get insta-gibbed if you make a mistake - the game keeps you on your toes, but with a sufficient amount of breathing room. If there's one compliment I can give it, it's that I've yet to feel frustrated by any of my deaths and unwilling to keep playing.

EDIT: One last thing. The game has already had two updates on GOG since its release, with barely any delay between them being uploaded here and on Steam. I felt that was important to mention since some developers can be rather unreliable about patching their GOG games.
Post edited November 15, 2017 by Fortuk
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Huinehtar: ...
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i_ni: Right on the spot. I like you.
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Huinehtar: Did they teach you how to feel finger to finger?
Why so physical? I don't like you.
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Huinehtar: ...

Did they teach you how to feel finger to finger?
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i_ni: Why so physical? I don't like you.
Dreadfully distinct.
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Fortuk: - Combat is fast, but fair. There's always plenty of room to assess the situation and you get plenty of options to tinker with; recovering recent damage by doing damage, a dodge roll, roll cancelling, mid-air roll, health potions, stun after doing enough damage, freeze weapons, shields to block and parry with, traps to place, weapon synergies, status effects to inflict, and more that I probably haven't found yet.

- Core gameplay feels good to play. Lots of little quality of life touches that keep your flow going; the sound effect of the jump unobtrusively helping you time your double-jump, walking into a knee-high wall makes you automatically climb it, stats of your weapon are easy to check and your jumps smoothly latch onto the surface that you're trying to get to. Moving around just feels great and you can blaze through areas once you get into the swing of things.

- The game recommends using a controller, but I've had no trouble playing it with the mouse and keyboard; controls are responsive and snappy. All controls can also be reconfigured, including the mouse buttons so you can play solely with the keyboard if you want to.

- A few things regarding the Daily Runs: to unlock them you need to beat the first boss and you don't need Galaxy to do them, only an on-line connection. You only need Galaxy if you want your score to be added to the leaderboard, but for nothing else.

- It runs well even if you have a less than stellar PC and seems well suited to being played on a laptop.

- You can save-on-exit and resume at any time, so having to stop for a bit doesn't ruin a good run.

All in all, a great game already. A lot of the stress that you can get in a game with perma-death is mitigated by how good it feels to play and that you don't get insta-gibbed if you make a mistake - the game keeps you on your toes, but with a sufficient amount of breathing room. If there's one compliment I can give it, it's that I've yet to feel frustrated by any of my deaths and unwilling to keep playing.
+1

You should post this as a review, I think it will help a lot of people decide if they wanna purchase the game or not
Post edited November 14, 2017 by X-com
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X-com: +1

You should post this as a review, I think it will help a lot of people decide if they wanna purchase the game or not
I'll do that. I was thinking of waiting for a real review until the final release, but if it'll help people I'll put it up now.
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filbz2441: I don't like rogue-lites/pixelart/indie games:
...
Anyway, hi all, nice to meet you, it's good to be on GoG.
So you convinced me, I'll see to buying it once you release it. Your tech looks good and that you're putting together a good game. You should probably call it something other than a "metroidvania" because "metroidvania" is mutually exclusive to procedural generation, which is where my initial concerns were.*

From what I see, I still think you guys could do a better product if you stripped the randomization bits, but I'll give it a try.

Please make sure we can set and share seeds!

* = "metroidvania", as a genre, is about the hand-crafted map, with well-placed power ups and massive exploration, backtracking, opening up new areas, remembering and learning the map... Dead Cells as a genre would be a combat platformer, the parent genre of "metroidvania".
Post edited November 15, 2017 by mqstout
Just a slight tangent: For those who are interested in genre definitions for video games, here are some Wikipedia links, so you can make up your own mind about whether or not certain genres are exclusive to one another.

+ Metroidvania
+ Roguelike
+ List of video game genres

Either way, I try to always be open for new taste-combinations and from what I heard and read about Dead Cells, Motion Twin seem to be doing quite well with their RogueVania game.
(I'll find out myself on Monday, when I can be sure that I'm not missing out on some upcoming Autumn Sale bonus or something.)
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Fortuk: I'll do that. I was thinking of waiting for a real review until the final release, but if it'll help people I'll put it up now.
Well it actually is more informative than a lot of the reviews that get posted so even if you have/haven't finished the game yet there is enough here. The only things that aren't really covered are aesthetics, sound and game length but those probably can get edited in later if you feel like doing that.
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Zoidberg: Yeah I got that. Sorry I couldn't edit my post: had bad internet.
It's cool, I was just confused about whether I wasn't explaining it well. Now I get it.