@BeefSanta There are no permanent stat bonuses, contrary to some other games, as our design philosophy is that the more you play, the more powerful you become, not your avatar. However, you do unlock things in between runs (gear and followers) which gives you more options along your progress. Also, achievements/trophies unlock tarot cards, that you can activate before starting a run to increase/decrease difficulty/rewards, if you're looking for an easier/harder challenge, or if you're greedy and want to max out your score and unlock things faster.
@Panopticon Dungeons are randomly generated, and consists mostly of rooms that are linked by corridors/hubs. Most rooms are battle focused, some rooms are platforming oriented, and a few rooms are puzzles, or random events. Chosing to confine most combat into closed arena allowed us to carefully craft each of them (instead of having randomly generated rooms) so we could control the experience best, and also avoid some cheap cheesing tactics.
@Brumblescope The inventory can be accessed anytime during gameplay without pausing the game, but it's a very minimal UI which does not disturb gameplay: you have four slots (gauntlets, amulets, boots, wands) and when you pick up new gear, you have to drop previous gear from that slot if you had any. So you have to choose the best gear for yourself, you can also drop and exchange gear with your teammates if everybody is willing to cooperate.
@Veesonic Hey, devs here, sorry for the misscommunication, but this game is a pure RogueLite and does not have metroidvania components, but I'm hoping this might be still right up your alley
Comments 6
Re: Bravery & Greed Looks Like A Fusion Of Retro Action-Adventure Games And Dead Cells
@BeefSanta There are no permanent stat bonuses, contrary to some other games, as our design philosophy is that the more you play, the more powerful you become, not your avatar. However, you do unlock things in between runs (gear and followers) which gives you more options along your progress. Also, achievements/trophies unlock tarot cards, that you can activate before starting a run to increase/decrease difficulty/rewards, if you're looking for an easier/harder challenge, or if you're greedy and want to max out your score and unlock things faster.
Re: Bravery & Greed Looks Like A Fusion Of Retro Action-Adventure Games And Dead Cells
@Panopticon Dungeons are randomly generated, and consists mostly of rooms that are linked by corridors/hubs. Most rooms are battle focused, some rooms are platforming oriented, and a few rooms are puzzles, or random events. Chosing to confine most combat into closed arena allowed us to carefully craft each of them (instead of having randomly generated rooms) so we could control the experience best, and also avoid some cheap cheesing tactics.
Re: Bravery & Greed Looks Like A Fusion Of Retro Action-Adventure Games And Dead Cells
@Captain_Toad Gauntlet was indeed a big influence on us when designing the game
Re: Bravery & Greed Looks Like A Fusion Of Retro Action-Adventure Games And Dead Cells
@Brumblescope The inventory can be accessed anytime during gameplay without pausing the game, but it's a very minimal UI which does not disturb gameplay: you have four slots (gauntlets, amulets, boots, wands) and when you pick up new gear, you have to drop previous gear from that slot if you had any. So you have to choose the best gear for yourself, you can also drop and exchange gear with your teammates if everybody is willing to cooperate.
Re: Bravery & Greed Looks Like A Fusion Of Retro Action-Adventure Games And Dead Cells
@KateGray Anytime! Thank you for your article
Re: Bravery & Greed Looks Like A Fusion Of Retro Action-Adventure Games And Dead Cells
@Veesonic
Hey, devs here, sorry for the misscommunication, but this game is a pure RogueLite and does not have metroidvania components, but I'm hoping this might be still right up your alley