They seem so popular, dozens of games coming out, and reviews often positive.

But

When I see “Roguelike” I imagine a game that’s too small to be a real game, so they made it so you can never win and just have to keep trying and you’ll get a decent number of hours out of it. With just enough progression each time that you start to believe it’s possible you’ll get somewhere meaningful.

When I see “Souls-like” I think of a game where the difficulty is only there to give people with too much time on their hands a sense of superiority.

I have roughly a thousand games in my various libraries and I have never played a game in either of these genres.

I feel fine being so unreasonable about this.

  • DrSteveBrule@mander.xyz
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    8 days ago

    Aside from being in the middle of combat you can turn off the game from anywhere and you’ll load back exactly where you left off. Bonfires aren’t checkpoints, you don’t have to be anywhere near one to save your progress and leave the game. Your point about losing momentum is dependent on the person playing the game, not an issue with the game itself. I’ve never had an issue with loading into a game for 10 minutes at a time. Someone else responded that boss fights are too long, but I cant recall one that took more than 5-10 minutes.

    Strangely, your experience with Dark Souls is my experience with many rogue lites. You generally cannot leave in the middle of a run without losing all progress for it. You either have to win or die for it to count. And if you’re set on winning, then those games can last upwards to that 45 minutes you mentioned. The games I play (Spelunky and Vagante) do not allow you to resume your current game when you shut down and return later.