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Hollow Knight is a 2017 Metroidvania video game developed and published by the Australian independent developer, Team Cherry. The player controls the Knight, an insectoid warrior exploring Hallownest, a fallen kingdom plagued by a supernatural disease.
Players traverse an overworld map in the form of a lore book from Faeria, with which Roguebook shares its setting. As players win battles with enemies, they acquire ink. This ink can be used to reveal the features of the map. Brushes can reveal a larger portion of the map. Combat is turn-based and uses deck-building mechanics.
Metroidvania [a] is a sub-genre of action-adventure games and/or platformers focused on guided non-linearity and utility-gated exploration and progression. The term is a partial blend of the names of the video game series Metroid and Castlevania, based on the template from Metroid (1986), Castlevania II (1987), Super Metroid (1994), and Castlevania: Symphony of the Night (1997).
A roguelike mode in the lategame, that lets the player choose teammates and procedurally generates a 100 Floor dungeon. 1995: The Sorcerer's Cave: Peter Donnelly/Skookum: Fantasy: WIN: Based on Donnelly's "roguelike" boardgames The Sorcerer's Cave (1978) and Mystic Wood, published by Avalon Hill in 1980. 1995: Alphaman: Jeffrey R. Olson
Dead Cells is a 2018 roguelike-Metroidvania game developed by Motion Twin and Evil Empire, and published by Motion Twin. The player takes the role of an amorphous creature called the Prisoner. As the Prisoner, the player must fight their way out of a diseased island in order to slay the island's King.
Roguelike (or rogue-like) is a style of role-playing game traditionally characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death of the player character.
Like the original roguelike games, Ancient Domains of Mystery uses ASCII graphics to represent the game world. A later version added the option to play with sound, tile-based graphics, and an overworld map. [2] Most dungeons are procedurally generated, but once the game generates a dungeon, it does not change even if the player exits and re ...
Soulslike games typically have a high level of difficulty where repeated player character death is expected and incorporated as part of the gameplay, with players often keeping part of their progress since the last checkpoint (items collected, bosses defeated), and other losses (such as experience or currency) being potentially recoverable.