I can actually speak from experience here- by the time you're done with a game you're ready to try new things, to move on, and in some cases prove you can hop out of genres into others just as successfully. Other times its fear of expectations, of not being able to capitalize on the existing brand, but really I think its the desire to move on.Why are a lot of indie devs hesitant to make sequels? From the top of my head, FTL, Dust, Rogue Legacy, Bastion, Isaac.
Also, yeah, never heard of this. Dont have a PC or Xbox regardless.
Honestly, thats more on you than on the game, why would you play a booring and generic game for 40h?Rogue legacy was a terrible title as well. Way too generic. I put 40 hours into it and still struggle to place it when I hear it. I always think its a star wars game.
As someone who grew up with the original rogue and loves the genre: Please fuck off with that shit.The roguelite use is correct.
People still do not know what differentiate a roguelike from a roguelite. Sadly.
Add me to this pile.I loved Rogue Legacy and I didn't even know the team made a second game tbh
I can actually speak from experience here- by the time you're done with a game you're ready to try new things, to move on, and in some cases prove you can hop out of genres into others just as successfully. Other times its fear of expectations, of not being able to capitalize on the existing brand, but really I think its the desire to move on.
Most indie devs go with their passions rather than what makes the most business sense. That's why for companies its very easy to greenlight all kinds of sequels, but some devs have a hard time staying in the same lane for years.
I just made a sequel to my game and yeah, I am sooooooooooo ready to move onto a different type of game, even if commercial wise another sequel would be the surer bet financially.
Because it isn't. It's just from the same developer.
I can actually speak from experience here- by the time you're done with a game you're ready to try new things, to move on, and in some cases prove you can hop out of genres into others just as successfully. Other times its fear of expectations, of not being able to capitalize on the existing brand, but really I think its the desire to move on.
Most indie devs go with their passions rather than what makes the most business sense. That's why for companies its very easy to greenlight all kinds of sequels, but some devs have a hard time staying in the same lane for years.
I just made a sequel to my game and yeah, I am sooooooooooo ready to move onto a different type of game, even if commercial wise another sequel would be the surer bet financially.
?As someone who grew up with the original rogue and loves the genre: Please fuck off with that shit.
They narrowed their audience significantly by making a co-op required (or with bots) game.
As a huge fan of rogue legacy this game has zero appeal to me.
Uh, about that...The people being mad about the title are probably the same people who get weirded out by cosplayers
Get over yourselves
If I see No Truce With The Furies had to change their name because of slobs like y'all then I'll be definitely disappointed
It's not Rogue Legacy 2. I'm sorry because that stifles creativity but that's really all I want out of this studio.
The people being mad about the title are probably the same people who get weirded out by cosplayers
Get over yourselves
If I see No Truce With The Furies had to change their name because of slobs like y'all then I'll be definitely disappointed
Dammit, I do that all the time. I always mix those 2 names up in my head T~T
I really enjoyed Rogue Legacy and this is the first I've heard of this title, will look into it.
They narrowed their audience significantly by making a co-op required (or with bots) game.
As a huge fan of rogue legacy this game has zero appeal to me.
There are no bots. WHen you play alone, you have to choose two characters to swap between. This is to keep some of the challenging mechanics in the game.