DEAD CELL
dead cell is one of the games I'm most familiar with. I once spent so much time playing it that I forgot to eat and sleep. It's a roguelike side-board Metroidvania game. I got a lot of inspiration from this game, including rebirth after death. It's from a water pipe to the head of a death row inmate, and my jellyfish is hatched from a larva sea anemone. dead cell has an excellent strike feel. A wide variety of weapons, equipment and skills are one of the reasons for his success. Rolling, chopping, slashing, bouncing and counterattacking, observing the trajectory of enemy weapons rather than special effects and light effects, and focusing on the moment when the attack touches the character model, these are all excellent mechanisms. There are also many similar games such as Blasphemous. This kind of mechanism is also somewhat reflected in my game. For instance, the skill (Jellyfish Rebound) can be used at the moment when the enemy attacks to achieve a more excellent and unexpected effect
In the Dead Cells game, there is a welfare lounge for restoring health points in the level-up zone of the game's levels. This mechanism is also reflected in Hades. In my game, the NPCS at the entrance and exit of the levels will help you smoothly advance to the next level. You can talk to them to drive away hostile creatures or restore "light" through conversations. Levels are procedurally generated by randomly merging preset parts, forming dungeons with various enemy and item arrangements. This is also the reason why dead cell is one of the excellent roguelike games. If I could, I would also like to make the game levels in high difficulty random, dangerous and full of more surprises and possibilities.