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It's just a paper cut.

<span class="bold">Rezrog</span>, a turn-based dungeon crawler with distinct tabletop stylings, is now available, DRM-free on GOG.com.

Every party member brings something unique to the table. Venture into the procedurally generated dungeons with the hero of your choice to tackle nasty monsters and bring back shiny loot. If you perish or get captured, send another hero to clean up your mess or make some of their own. Just make sure they're properly skilled and leveled up this time, will you?

Watch the trailer.
Post edited May 31, 2017 by maladr0Id
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Marioface5: From what I've played so far, it seems pretty cool. However, there is one major issue that a lot of these types of games have: You cannot save and quit during a dungeon. The only way to quit while you're in a dungeon is to exit to the map, which resets all progress since starting the dungeon.
It's why I dislike the "one auto-save only" games...
A shame because it look fun ^^
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dudalb: But other then that is very much a Daiblo like rogue.
You are being very picky.
There is no diablo like rogue. Diablo is inspired by rogue, but it's still a different subgenre than rogue-likes. You don't even need to be picky to see that, the turn-based vs. real-time action is a pretty significant difference, I would think.

Of course, if you don't like combat-heavy, story-light RPGs with dungeon crawling elements in general, that's a different matter. I'm guessing you're referring to the current series of releases that featured StarCrawlers, Throne of Darkness, Lock's Quest and Rezrog? If you prefer racing games or adventures or sim games or whatever, then yeah, all of these won't be for you. Still doesn't mean they're all the same type of game, and especially not diablo clones (Throne of Darkness is the only one you could call that).
Post edited May 31, 2017 by Leroux
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dudalb: Another day, another "Diablo" clone.
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Maxvorstadt: Nope. Diablo had no Permadeath.
The first Diablo didn't have, but Diablo II (maybe D3 too although haven't played that one) had optional permadeath by ticking the "Hardcore" option when choosing a character.
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Maxvorstadt: Nope. Diablo had no Permadeath.
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Vythonaut: The first Diablo didn't have, but Diablo II (maybe D3 too although haven't played that one) had optional permadeath by ticking the "Hardcore" option when choosing a character.
Yeah, optional, but it was no core mechanic. In roguelikes, permadeath is the core mechanic and normal save system is the optional thing.
Looks interesting. Wishlisted for now.
Am I reading this correctly? Sort of permadeath, but only if you've managed to fail to progress with each character and they've all been captured. It sounds like you get a bunch of chances with multiple party members, and the next character can release from captivity and return to the available pool any adventurers captured earlier.

If that's the case, I would say it offers something different compared to your standard fare permadeath situation, wherein you have to screw up multiple times before it's Game Over.
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Maxvorstadt: Yeah, optional, but it was no core mechanic.
No, it definitely wasn't. And truth to be told, it was quite punishing too because D2 wasn't a roguelike game and you could play for hours upon hours before getting killed and losing your progress -- having been killed by a stupid mistake made it even more harder to swallow. Plus, losing your character didn't grant you anything at all in contrast to some roguelikes (or roguelites) that at least reward you with something and thus making the next run somewhat easier (for example Risk of Rain, Ziggurat and IIRC Tower of Guns).
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HereForTheBeer: Am I reading this correctly? Sort of permadeath, but only if you've managed to fail to progress with each character and they've all been captured.
It seems like it. Here's an excerpt from the review Hardcore Gamer did, that explains how the system works:
The catch to all of this however, is that should your character be defeated, they become imprisoned in that dungeon until another selected character returns and subsequently frees them, halting your all-round progress through the game’s one hundred dungeons by extension. Lose and have all your characters die/captured and it’s game over. While this does admittedly require one to return/re-run previously conquered dungeons — so as to build up other characters to a suitable level, thus offering a faint whiff of grinding out the acquisition of both higher levels and new equipment/crafting items — Rezrog is smart in that it uses that oldest of RPG tropes to require the player to consider the likely possibility of defeat. Thus losing what may be the only valuable character in your band of heroes — one you’ve blissfully devoted too much time to at the cost of the other heroes available.
source: http://www.hardcoregamer.com/2017/05/31/review-rezrog/259071/
A few other issues I'm noticing as I play more:

- When you click on a distant square for your character to move to, the path doesn't bother to avoid traps.

- Sometimes the game spawns traps that you absolutely cannot avoid. If you barely survived a dungeon, you could find an unavoidable trap right in the path to the exit, which could prevent you from finishing it.

- The game seems like it could be pretty grind-heavy, which makes the permadeath stuff far worse.

- As far as I can tell, there's no reason to not just leave the dungeon if it looks like you're going to die.

- The persistent stat points look like they're going to be far too rare and spread out to really matter. To make things worse, each character gets them individually. I don't think you can even grind for them.

I'm sure there's more to write about, but I don't think it's worth it to do so. The game seems extremely tedious, and I cannot imagine ever bothering to start over if all of my party members got captured. I like the tabletop-style visuals and sounds, it's fun that it feels like a board game in some ways, but aside from that it just feels very poorly thought-out and seems to have no regard for the player's time.
Don't you just hate when there's a game which has gameplay you would love, but the visual artstyle is a total turnoff?
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Marioface5: (...) If you barely survived a dungeon, you could find an unavoidable trap right in the path to the exit, which could prevent you from finishing it.
It sounds like a trap well placed if you ask me. :P

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Crosmando: Don't you just hate when there's a game which has gameplay you would love, but the visual artstyle is a total turnoff?
I'd prefer a bland looking but otherwise good game to a great looking but dumb one, anytime. ;)
Post edited May 31, 2017 by Vythonaut
It smells of Unity (which I don't like, for unknown reason/something with the cold visual style?).
Bought for the sake of supporting indie TBS dungeon crawlers.
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Crosmando: Don't you just hate when there's a game which has gameplay you would love, but the visual artstyle is a total turnoff?
Totally agree! They aim for nineties tabletop-RPG nostalgia, so what's up with this "Flash animation" art style?

I wish they had gone for something like this:
http://www.svenskarollspel.nu/wikia/images/2/24/Talisman_KortMark%C3%B6rer.jpg
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Crosmando: Don't you just hate when there's a game which has gameplay you would love, but the visual artstyle is a total turnoff?
The visuals are definitely polarizing, aren't they? I think the artstyle is the most adorable thing I've seen in a game lately. It makes me want to buy immediately. ^_^

Sadly rogue-likes have always been an "a little goes a long way" genre for me, and the sheer quantity of rogue-"lites" out these days has soured me on permadeath and procedural generation. Too many games use them to add difficulty and gameplay time, without adding the depth of content that makes constant redo's from scratch acceptable.
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Crosmando: Don't you just hate when there's a game which has gameplay you would love, but the visual artstyle is a total turnoff?
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zlep: The visuals are definitely polarizing, aren't they? I think the artstyle is the most adorable thing I've seen in a game lately. It makes me want to buy immediately. ^_^
I think the reason I loathe the artwork is that I'm quite old. I just don't have any "connection" to vector-style lineart. Stuff like Powerpuff Girls doesn't have any nostalgic value to me.

On the other hand, I can connect pretty good with traditional pen & ink stuff like this:
https://img0.etsystatic.com/062/1/9007682/il_fullxfull.769745586_oh6o.jpg