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How Rogue Legacy positively illustrates the difference between a challenging game and a frustrating game.
LOL nice review.

"Because F*** you, that's why!" - Nice comparison with other games' cruel difficulties, and gaming comedy.
Post edited June 28, 2013 by nefariouscole
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nefariouscole: LOL nice review.

"Because F*** you, that's why!" - Nice comparison with other games' cruel difficulties, and gaming comedy.
Fun fact: there is a spell which costs 35 mana and hits each enemy in the room once. If you cast it when no enemies are around, you *lose no mana*, learning in the process that there are no enemies in the room! Maybe I'm the developer's secret nephew and got a special version of the game or something? :)
I agree that the game is fun, but I definitely disagree with you about the difficulty being fair. It's not. I've died about 30 times already, about half of which are due to game mechanics.

For example, the attack animation has a near full second delay after the button is pressed before it activates, which has killed me many, many times. On the ground it can be dealt with, but while jumping there's almost nothing you can do about it. It makes the difficulty feel incredibly cheap, and serves only to frustrate. It reminds me of the original Castlevania, which also had a really long delay.

Also, I've died 4-5 times because I'm immediately swarmed with monsters and / or projectiles the second the room loads, giving me zero time to react. Full HP to dead in maybe two seconds. Again, makes the difficulty feel cheap.

Oh, and the downward stab's timing has to be nearly perfect, as anything else will result in taking damage. If I were 16 again I could probably manage, but the old reflexes aren't what they used to be. The same applies to some of the rooms, there are plenty which nobody but the most avid gamer with near perfect reflexes could get through unscathed.

Hit detection for sword attacks is also off. It's definitely not horrible, but it needs some work. There's nothing more frustrating than compensating correctly for the delay, then having your sword pass right through the enemy without leaving so much as a scratch.

So yeah. Fun game, worth buying, but prepare to be frustrated. Hopefully Cellar Door will read these forums and take some steps to polish up the game a bit. Heck, I'd be happy if they added a fairly early upgrade path to increase attack / animation speed.
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RedneckSith: I agree that the game is fun, but I definitely disagree with you about the difficulty being fair. It's not. I've died about 30 times already, about half of which are due to game mechanics.

For example, the attack animation has a near full second delay after the button is pressed before it activates, which has killed me many, many times. On the ground it can be dealt with, but while jumping there's almost nothing you can do about it. It makes the difficulty feel incredibly cheap, and serves only to frustrate. It reminds me of the original Castlevania, which also had a really long delay.

Also, I've died 4-5 times because I'm immediately swarmed with monsters and / or projectiles the second the room loads, giving me zero time to react. Full HP to dead in maybe two seconds. Again, makes the difficulty feel cheap.

Oh, and the downward stab's timing has to be nearly perfect, as anything else will result in taking damage. If I were 16 again I could probably manage, but the old reflexes aren't what they used to be. The same applies to some of the rooms, there are plenty which nobody but the most avid gamer with near perfect reflexes could get through unscathed.

Hit detection for sword attacks is also off. It's definitely not horrible, but it needs some work. There's nothing more frustrating than compensating correctly for the delay, then having your sword pass right through the enemy without leaving so much as a scratch.

So yeah. Fun game, worth buying, but prepare to be frustrated. Hopefully Cellar Door will read these forums and take some steps to polish up the game a bit. Heck, I'd be happy if they added a fairly early upgrade path to increase attack / animation speed.
Usually with swarms you have a chance to pop in and out of the room. It's the ones where you fall down into the next room that can be kind of mean, if you miss a platform or something. Maybe if they added a scrolling transition it would be easier to react in time.

Hmmm, I also find the down-sword kind of tricky. That's one of the few things I might be more generous about if I were them.

About the attack delay, I think it's still fair because you have more than enough time to anticipate, given the extent to which enemies broadcast their moves. I don't know exactly what the hit detection issue you're having is, but I've generally always hit just slightly more than the swing passes through.

Just about everything can be dealt with by reacting quicker or improving your timing. I probably gave too much credit, but overall I still feel like it's generally fair.