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Like father, like son.

Rogue Legacy, a proceduarally generated roguelike (or: rogue-LITE) platformer in which your dying character passes on his quest and heritage to his offspring, shaping a heroic saga generation by generation, is available on GOG.com for only $14.99.

I'm exploring the castle. I mean: The Castle. So did my father, and his father before him. I know much about its dungeons, its many traps and monsters, its secrets, and its riches. Part of that comes from my fathers journal. Part is my own observation. Without my ancestors' knowledge, I would be lost in these corridors. I don't know if I'll succeed, but I will make damn sure, that there will be a successor to our cause and he will come better prepared than I did. Now's the time of truth. I'll have to pull one of the levers. Left, or right? Left, or right? The journal says: "don't pull the one with the red gem!". Well, gee, thanks father. Didn't you know I was color-blind?

Rogue Legacy comes, apart from being a well-executed RPG/platformer mashup (or Metroidvania if you will), comes with one particulary inventive twist. Each time your hero falls to one of the many dangers lurking in the mysterious castle you explore, his child will take on his adventuring mantle and continue the quest as soon as it's grown. Some of the fathers skills, experience, and power is passed on to his children, each bearing also their own defining characteristics and traits. You will choose one of them and continue the adventure, not starting again from square one, but making the exploration a collective multi-generational effort. Pair that with excellent pixel-art graphics, carefully balanced mechanics, tons of items, creative enemies, and high replayability value, and what you get is a game that will constantly make you come back for more.

Prepare to die, and then die again, and still continue your quest and enjoy every moment of it in Rogue Legacy, for only $14.99 on GOG.com.
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Wishbone: 1. Even more bizarre then. All the games I have seen which contain hardcoded in-game control hints for the XBox controller are that way because they have been ported from the XBox, and the developer didn't bother to change it when porting it to PC.

4. Since all in-game control hints appear to be hard-coded for the XBox controller, they haven't "added support" for it, they have built the game around it. If anything, they have added support for a keyboard, only not very well. Unless of course, the in-game hints do change when using a keyboard, and all the screenshots I've seen just happen to have been taken while using an XBox controller. I find that extremely unlikely though.
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JudasIscariot: The game hints DO change when you use a keyboard. I've tested this on my own setup.
Excellent! In that case, my assumptions were obviously wrong, fortunately. It's a pity that the control hints in every screenshot and video seem to be for the XBox controller, as it gives a wrong impression of the game.

How are the keyboard controls then?
...did they use Magic Set Editor to make those character cards?

Aaaaaaaaaaaaaanyway, interesting concept, looks cool.
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Wishbone: How are the keyboard controls then?
I tried both - keyboard and xbox controller, and with keyboard I was more successful. But both work well and without problems.
It is more about your fingers :D This game is hard as hell! Too much precise jumping and traps for my taste...
But great fun!
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Zoidberg: What the frak you talking about? It's a PC game, it's XNA so the xbox controller is totally compatible. I've heard some people prefered the keyboard for this game but it's quite fine with the gamepad.
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Wishbone: 1. It's obviously a PC port of an XBox game.
2. An XBox is not a PC.
3. I don't have an XBox.
4. I don't have an XBox controller.
5. I hate the layout of the XBox controller.
1. NOT a port, it's a game developped with the XNA Framework. Are you going to blame Microsoft for facilitating the use of their own controller? :P Read it wasn't that hard to use another though, but I haven't tried to be honest.
2. An XBOXOne IS a PC though. :D
3. Me neither
4. Bummer but you don't HAVE to have such a controller, other gamepads should work correctly maybe through external use though.
5. Matter of taste, the only thing I don't like is that the sticks don't have that special thingy like on the Gamecube controller, so that you can "block" it in 8 different directions. Gamecube gamepad is the best that ever was.

As said, the hints seem to change if you have a keyboard. At least they put those and at least they allow to change the key bindings, which is something that tends to be forgotten especially by indie gamers, so khudos to them on that.
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JudasIscariot: The game hints DO change when you use a keyboard. I've tested this on my own setup.
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Wishbone: Excellent! In that case, my assumptions were obviously wrong, fortunately. It's a pity that the control hints in every screenshot and video seem to be for the XBox controller, as it gives a wrong impression of the game.

How are the keyboard controls then?
You can easily rebind them and reset them to your liking. No finagling required.

Personally speaking, I had far more success with the Xbox 360 controller than I did with a keyboard. Don't get me wrong, I am a fierce proponent of the old KB + M combo, but I like using the right tool for the right job and I can't play platformers any other way.
Looks interesting. Wishlisted for now.
Veeeery nice.
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Zoidberg: Gamecube gamepad is the best that ever was.
It was extremely good, but it did have it's flaws. The C-stick was bad, and the triggers of the 360 controller are pretty much perfect. But I do love the button layout, and I always thought it was a shame that it wasn't emulated, and even Nintendo abandoned it, even though it's so much better than the standard square layout.

And yeah, playing platformers with a keyboard should be outlawed.
I'd say poor keyboard support on platformers should be outlawed, i tend to find kb easier than gamepad.

But yeah, the game is fun but it's let down by the keyboard support. Being unable to disable the controller on it is also a pain as if it picks it up then you get stuck with the xbox menu buttons that don't respond to keyboard.

I'm also getting a soft lock whenever I try to change my keys.
Demo was terrific fun, great game and highly addictive so it is fantastic to see it released on GOG.
Considering picking this up, but this talk about controllers has me concerned. Is this playable with a mouse and keyboard? A game like this needs fast and fluid responses. If a keyboard does not provide that, then I will have to pass on this game.
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icekrystal10: Considering picking this up, but this talk about controllers has me concerned. Is this playable with a mouse and keyboard? A game like this needs fast and fluid responses. If a keyboard does not provide that, then I will have to pass on this game.
According to Steam discussions and other places keyboards work fine, it's just the general consesus (and myth) that controllers are somehow superior, it's completely subjective. Non-xbox controllers are supposed to work too, you might need applications like Joy2Key or Xpadder however.
It's a really nice game. I didn't tried to play it with keyboard controls yet because in my opinion some generes definitely has to be played with specific controls. So I always play jump&runs with a gamepad.
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icekrystal10: Considering picking this up, but this talk about controllers has me concerned. Is this playable with a mouse and keyboard? A game like this needs fast and fluid responses. If a keyboard does not provide that, then I will have to pass on this game.
I use Xpadder to play the demo which is free and easy to set up, set the controller buttons in Xpadder to the keyboard controls in the game.