📰 Title: | Dead Cells | 🕹️ / 🛠️ Type: | Game |
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🗃️ Genre: | Adventure & Action | 🚦 Status: | 04. Released (status) |
🏷️ Category: | Adventure & Action ➤ Classical ➤ Metroidvania | 🌍️ Browser version: | |
🔖 Tags: | Action Platformer; Action RPG; Metroidvania; Platformer; Action; Adventure; Souls-like; Hack and Slash; Procedural Generation; Non-linear; Exploration; Haxe; Fantasy; Pixel Art; Perma Death; Difficult; Replay Value; Controller | 📦️ Package Name: | |
🐣️ Approx. start: | 2017-05-10 | 📦️ Arch package: | |
🐓️ Latest: | 2020-08-19 | 📦️ RPM package: | |
📍️ Version: | Latest: 20200819 | 📦️ Deb package: | |
🏛️ License type: | 💰 Commercial | 📦️ Flatpak package: | |
🏛️ License: | Commercial | 📦️ AppImage package: | |
🏝️ Perspective: | Side view | 📦️ Snap package: | |
👁️ Visual: | 2D Scrolling | ⚙️ Generic binary: | |
⏱️ Pacing: | Real Time | 📄️ Source: | |
👫️ Played: | Single | 📱️ PDA support: | |
🎖️ This record: | 🕳️ Not used: | ||
🎀️ Game design: | 👫️ Contrib.: | goupildb & Louis | |
🎰️ ID: | 15927 | 🐛️ Created: | 2020-09-26 |
🐜️ Updated: | 2023-04-10 |
[en]: | A metroidvania-style adventure platformer in which the player explores a sprawling castle in constant evolution (procedural generation selecting portions of carefully designed levels). He will have to face a crowd of monsters and bosses, relying only on his weapon, his strength and his mastery of space (rolls and dodges will have to be mastered) to avoid death (permanent, no point of reappearance). | [fr]: | Un jeu de plateformes et d'aventure de type metroidvania, dans lequel le joueur explore un château tentaculaire en constante évolution (génération procédurale sélectionnant des portions de niveaux soigneusement conçus). Il devra affronter une foule de monstres et de boss, ne pouvant compter que sur son arme, sa force et sa maîtrise de l'espace (roulades et esquives devront être maîtrisées) pour éviter la mort (permanente, pas de point de réapparition). |
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🏝️ Trailer: (202xxx),
🎲️ Gameplay: (202xxx), (202xxx), [fr](202xxx),
🐧 Linux plays: Jakejw93, Hex DSL, Gaming On Linux,
🎙️ Dev Interviews: [fr]
🏡️ Website & videos
[Homepage] [Dev site] [Features/About] [Screenshots] [Videos t(202xxx) t(202xxx) ts(202xxx) gd(202xxx) gu(202xxx) id[fr](202xxx) r(202xxx) lp(202xxx) lp(202xxx) lp(202xxx) lp(202xxx) lp[sp] g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g[fr](202xxx) g[fr](202xxx) g[fr](202xxx) g[fr](202xxx) g[fr](202xxx) g[fr](202xxx) g[fr](202xxx) g[de](202xxx) g[ru](202xxx) g[pl](202xxx) g[cz](202xxx) g[sp](202xxx) g[pt](202xxx) g[it](202xxx) g[tr](202xxx)] [WIKI] [FAQ] [RSS] [Changelog 1 2 3]
💰 Commercial: [Humble Store] [Itch.io] [Steam] [GOG] [Gamesplanet]
🍩️ Resources
• (empty):
🛠️ Technical informations
[Open Hub] [PCGamingWiki] [MobyGames] [Steam (Game engine use by Dead Cells?)]
🐘 Social
Devs (Motion Twin [fr] [en]): [Site 1 2] [Chat] [mastodon] [twitter] [Facebook] [PeerTube] [YouTube] [PressKit] [Interview 1[fr] 2(202xxx)]
The Project: [Blog] [Chat] [Forums] [mastodon] [twitter] [Facebook] [PeerTube] [YouTube] [PressKit] [reddit]
🐝️ Related
[Wikipedia (Dead Cells) [fr] [en] [de]]
📦️ Misc. repositories
[Repology] [pkgs.org] [Arch Linux / AUR] [openSUSE] [Debian/Ubuntu] [Flatpak] [AppImage] [Snap] [PortableLinuxGames]
🕵️ Reviews
[metacritic]
📰 News / Source of this Entry (SotE) / News (SotN)
[Changes with v. 20200819 (20200819)]
🕊️ Source of this Entry: [Site on Mastodon (date)]
🐘 Social Networking Update (on Mastodon)
🕹️ Title:
🦊️ What's:
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📖 Our entry: http://www.lebottindesjeuxlinux.tuxfamily.org/en/online/lights-on/
🥁️ Update:
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📌️ Changes:
🐘 From:
🏝️ https://invidious.lunar.icu/
🦉️ https://invidious.lunar.icu/
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🕯️ https://invidious.lunar.icu/
🎲️ https://invidious.lunar.icu/
🎲️ https://invidious.lunar.icu/
🎲️[fr] https://invidious.lunar.icu/
🎮️ https://invidious.lunar.icu/
🎮️ https://invidious.lunar.icu/
🐧 https://invidious.lunar.icu/
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📕🐧"A metroidvania-style adventure platformer in which the player explores a sprawling castle in constant evolution"🐧📕.
Dead Cells is a rogue-lite, Castlevania-inspired action-platformer, allowing you to explore a sprawling, ever-changing castle… assuming you’re able to fight your way past its keepers.
To beat the game, you’ll have to master 2D "souls-lite combat" with the ever-present threat of permadeath looming. No checkpoints. Kill, die, learn, repeat.
• RogueVania: Intense 2D action with the adrenaline pumping threat of permadeath in a castle full of cuddly creatures.
• Souls-lite combat: Pattern-based bosses and minions, weapons and spells with unique gameplay. Roll roll roll your boat gently down the stream...
• Nonlinear progression: Unlock new levels with every death, take a new path. Tired of the stinking sewers? Why not take the ramparts?
• Exploration: Secret rooms, hidden passages, charming landscapes. A fine place for a holiday.
Gameplay
Roguelike, Rogue-lite, roguelike-like, rogueschmike! No matter what you call them, the world could always use another! As such, we'd like to present for your consideration, the illegitimate child of the roguelike and the metroidvania, the RogueVANIA. Anywho, enough with the sales pitch, let's take a closer look.
By metroidVania, we're really talking about a fixed, hand designed, interconnected world. The game takes place on an immense island that never changes. All of the biomes, bosses and the paths between them are present right from the start. Getting to them is another story...
However, in Dead Cells, death replaces the traditional backtracking mechanic of a metroidvania. At first, seemingly unreachable areas will be strewn across your path, but answers to these riddles will appear as you explore the island. Be it a key, a new acrobatic skill or a forgotten spell. Once uncovered, this knowledge will stay with you, allowing you to unlock new paths to your goal. Sick of the stinking sewers? Head over the ramparts and take a breath of fresh air! It's your skill, playstyle and of course the loot you find that will determine your path.
Furthermore, as the term "RogueVania" might (not so) subtly imply, we were also quite heavily influenced by the recent wave of roguelites. When there are no checkpoints to save you from your screw-ups, the adrenaline kicks in. And when you lose, you lose big, so you've got to make it out alive. Instead of relying on the classic formula of memorising the level design and enemy placement, procedural generation allows us to reward your instincts, reflexes and ability to adapt to evolving situations.
Having said this, we're conscious that the words "procedural generation" conjure up images of crappy levels and uninteresting gameplay in a lot of gamers' minds. So we've chosen a hybrid solution, with each run being a mashup of carefully designed "chunks" of level. The idea is to give you the feeling of meticulously handcrafted world, while making sure you have a new experience every time.
Don't expect it to be a walk in the park though. Pattern based monsters and demanding boss fights will teach you to choose your battles and build your strength. Every weapon has its own unique feel and rolling and dodging will become second nature, as you learn to manage the mobs of monsters that will overwhelm the unprepared. We're going after that "tough, but fair" feeling.
Tired of the violence and death? Explore a bit, take a stroll, enjoy the view from the ramparts, find a secret room. Thomas and Gwen, our graphic artists, never miss an opportunity to impress with their pixelart and shape a world worth exploring. You might even learn a little more about the lore of the place, who knows?
🌍️ Wikipedia:
Dead Cells is a roguelike action platformer video game inspired by Metroidvania-style games, developed and published by Motion Twin. Following about a year in early access, Dead Cells was released for Linux, macOS, Microsoft Windows, Nintendo Switch, PlayStation 4, and Xbox One on August 7, 2018. A mobile port for iOS was released on August 28, 2019 and an Android port was released on June 3, 2020.
In the game, the player takes the role of a slime-like creature that takes control of a corpse in a dungeon, through which they must fight their way out. The player gains various weapons, treasure and other tools through exploration of the procedurally-generated levels to fight undead creatures within it. At times, the player gains "cells", a type of in-game currency that can be used to purchase permanent upgrades or unlocks items. Dead Cells uses a permadeath system, causing the player to lose all cells and other currencies or items upon each instance of death. Motion Twin was inspired by The Binding of Isaac in developing the game.
Gameplay
Dead Cells is described as a "roguevania", a combination of procedurally-generated roguelike games and action-exploration-based Metroidvania games. The player controls a mass of cells that occupy and control the body of a deceased prisoner at the start of each game. As they explore a series of dungeons and fight the creatures within, they collect weapons, skins, abilities, power-ups, and money. Enemies will sometimes drop cells when defeated, which can be used to obtain permanent power-ups such as additional health potions or items that can be bought or found in later runs. These cells can only be spent at the end of a dungeon section, though players can choose not to spend them; if a player dies before then, they lose all collected cells.
Each level is procedurally generated by merging of predesigned sections in a random configuration along with random placement of enemies and items. The game's combat is compared to the Souls series, with difficult enemies with certain behaviors the player can learn, and where frequent player-character death is a fundamental part of the game. At intervals throughout the game, the player must defeat boss enemies known as "Keepers". There are six Keepers in the game—The Concierge, Conjunctivius, The Time Keeper, The Giant, The Hand of the King, and The Collector.
The game includes Twitch integration, allowing viewers, via the stream's chat, to influence the game, such as voting for which upgrade paths the player should take.
Plot
Setting
The plot of Dead Cells is minimalistic, only giving bits of information to the player, as the player character is selectively mute, and lore is fed gradually from area descriptions and background details. Taking place on an unnamed island, the player character is the Prisoner, a greenish blob of an unknown substance capable of possessing executed bodies in the depths of the island. While the "head" of the Prisoner is immortal, the bodies it possesses are not, and dying will force it to slink back to the Prison Quarters.
Story
The Prisoner awakens in the depths of the Island's prison, next to a giant skeleton with a spear inside of it, a character named "The Giant". A soldier implies that the Prisoner has been trying to escape for an unspecified period of time. As the Prisoner works their way out of the Prison Quarters, they navigate the Island, and it is revealed that the Island was once a mighty kingdom, until a plague known as "The Malaise" swept through, reducing most of its citizens to mindless zombies or monstrous husks. The Kingdom's Alchemist worked tirelessly to find a cure, but mysteriously disappeared as the King became reclusive. As the kingdom fell, the remaining citizens began to rebel against the King, only to either die by infection, seclusion, or by their own hands.
The Prisoner encounters and fights several entities as they travel across the island: The Concierge, who was once the prison's guard Castaing, before his infection and subsequent transformation into a hulking monster; Conjonctivius, a nameless, faceless bloated corpse that was transformed into a grotesque tentacled Beholder-like monster; and The Time Keeper, a woman with some mastery over time, who continuously resets time each day to prevent her own infection. They also encounter The Collector, a hooded figure who trades items to the Prisoner in exchange for Cells, which drop from defeated enemies and are implied to be a sort of essence of life; and The Blacksmith and his apprentices, who upgrade the Prisoner's weapons and arsenal.
Eventually, the Prisoner reaches the castle's throne room, and faces off against the Hand of the King, while the King sits seemingly comatose upon his throne. The Prisoner defeats the Hand of the King, takes his weapon, and uses it to kill the King. The King's body violently explodes, destroying the Prisoner's host body and resetting the game, though giving the Prisoner the ability to act outside of a host body while still possessing the body. As the Prisoner's head returns to the quarters to find a new corpse to possess, it remarks on how even though the king has died, nothing has changed.
Rise of the Giant
The Rise of the Giant downloadable content adds additional content, including new endings. The Prisoner gains access to a new area of the Island, The Cavern, which houses the titanic undead skeletal Giant, who acts as the boss for the area. Upon defeat, The Giant reveals that the Prisoner is actually the King himself, his soul split from his body by consequence of his and the Alchemist's experiments. As the Prisoner continues, The Time Keeper begins actively altering the timeline to prevent her own death. After defeating the Hand of the King again, if the player has all five Boss Cells (modifiers which make the game substantially more difficult, earned by beating the game on each difficulty) active, they are able to gain access to the Astrolab and the Observatory. There, the Prisoner can find the Collector, who is implied to be the King's Alchemist. The Collector reveals that he has been collecting cells to create a Panacea, to cure the Malaise once and for all. The Collector however, upon drinking the Panacea, goes mad with power and attempts to kill the Prisoner to reset the game so they will bring him more cells. While fighting the Collector, the Prisoner drinks some of the Panacea, which, upon the Collector's death, causes the Prisoner's host body to evaporate, resetting the game once more.
This time however, the Time Keeper fully resets the timeline. This allows the Prisoner, upon reaching the throne room and defeating the Hand of the King, to possess the King, getting his original body back. However, the body is infected with the Malaise, and so to prevent his own decay, he continues to the Observatory to face the Collector again. This time, upon the Collector's defeat, the Panacea cures the King and binds his body and soul once more. The King returns to his throne, where he remarks over a glass of wine that he was honestly having more fun crawling around the sewers, when, due to the Time Keeper's meddling, a time-displaced Prisoner arrives in the throne room. The King and the Prisoner face off, and begin to duel.
Development
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Un jeu de plateformes et d'aventure de type metroidvania, par le studio Motion Twin.
En Haxe. Il utilise le framework Heaps.
Dead Cells est un jeu de plateformes et d'aventure de type metroidvania, dans lequel le joueur explore un château tentaculaire en constante évolution (génération procédurale sélectionnant des portions de niveaux soigneusement conçus). Il devra affronter une foule de monstres et de boss, ne pouvant compter que sur son arme, sa force et sa maîtrise de l'espace (roulades et esquives devront être maîtrisées) pour éviter la mort (permanente, pas de point de réapparition).
Dead Cells est un jeu de plateformes inspiré de Castlevania, qui vous permet d'explorer un château tentaculaire en constante évolution... en supposant que vous puissiez vous frayer un chemin à travers ses gardiens.
Pour battre le jeu, vous devrez maîtriser le "combat des âmes" en 2D avec la menace toujours présente du permadeath (mort permanente). Pas de points de contrôle. Tuez, mourez, apprenez, répétez.
• RogueVania : Une action intense en 2D avec la menace de la mort permanente qui fait monter l'adrénaline dans un château rempli de créatures en peluche.
• Combat des âmes : Des boss et des sbires basés sur des motifs, des armes et des sorts avec un gameplay unique. Roulez, roulez, roulez votre barque doucement sur le courant...
• Progression non linéaire : Débloquez de nouveaux niveaux à chaque mort, prenez un nouveau chemin. Fatigué des égouts puants ? Pourquoi ne pas prendre les remparts ?
• Exploration : Chambres secrètes, passages cachés, paysages charmants. Un bel endroit pour des vacances.
Gameplay
Roguelike, Rogue-lite, roguelike-like, rogueschmike ! Peu importe comment vous les appelez, le monde pourrait toujours en utiliser un autre ! C'est pourquoi nous vous présentons l'enfant illégitime du Roguelike et du Metroidvania, le RogueVANIA. Quoi qu'il en soit, assez de discours de vente, regardons les choses de plus près.
Avec metroidVania, nous parlons en fait d'un monde fixe, conçu à la main et interconnecté. Le jeu se déroule sur une île immense qui ne change jamais. Tous les biomes, les boss et les chemins entre eux sont présents dès le départ. Les atteindre est une autre histoire...
Cependant, dans Dead Cells, la mort remplace le traditionnel mécanisme de retour en arrière d'une métropole. Au début, des zones apparemment inaccessibles seront disséminées sur votre chemin, mais les réponses à ces énigmes apparaîtront au fur et à mesure que vous explorerez l'île. Qu'il s'agisse d'une clé, d'une nouvelle compétence acrobatique ou d'un sort oublié. Une fois découvertes, ces connaissances resteront avec vous, vous permettant de débloquer de nouvelles voies vers votre objectif. Vous en avez assez des égouts puants ? Passez par-dessus les remparts et prenez une bouffée d'air frais ! Ce sont vos compétences, votre style de jeu et bien sûr le butin que vous trouverez qui détermineront votre chemin.
En outre, comme le terme "RogueVania" pourrait (pas si) subtilement l'impliquer, nous avons également été assez fortement influencés par la récente vague de roguelites. Lorsqu'il n'y a pas de points de contrôle pour vous sauver de vos erreurs, l'adrénaline monte. Et quand vous perdez, vous perdez beaucoup, alors vous devez vous en sortir vivant. Au lieu de s'appuyer sur la formule classique consistant à mémoriser la conception du niveau et le placement de l'ennemi, la génération procédurale nous permet de récompenser vos instincts, vos réflexes et votre capacité à vous adapter à des situations en évolution.
Cela dit, nous sommes conscients que les mots "génération procédurale" évoquent des images de niveaux merdiques et de gameplay inintéressant dans l'esprit de nombreux joueurs. Nous avons donc choisi une solution hybride, chaque partie étant un mélange de "morceaux" de niveaux soigneusement conçus. L'idée est de vous donner le sentiment d'un monde méticuleusement fait à la main, tout en vous assurant de vivre une nouvelle expérience à chaque fois.
Mais ne vous attendez pas à ce que ce soit une promenade dans le parc. Des monstres basés sur des modèles et des combats de boss exigeants vous apprendront à choisir vos combats et à développer votre force. Chaque arme a sa propre sensation unique et les roulades et les esquives deviendront une seconde nature, car vous apprendrez à gérer la foule de monstres qui submergeront ceux qui ne sont pas préparés. Nous recherchons ce sentiment de "dur, mais juste".
Vous en avez assez de la violence et de la mort ? Explorez un peu, promenez-vous, profitez de la vue depuis les remparts, trouvez une pièce secrète. Thomas et Gwen, nos graphistes, ne manquent jamais une occasion d'impressionner avec leur pixelart et de façonner un monde qui vaut la peine d'être exploré. Vous pourriez même en apprendre un peu plus sur les coutumes de l'endroit, qui sait ?
🌍️ Wikipedia:
Dead Cells est un jeu vidéo d'action-aventure, de plateformes, appartenant également aux genres du rogue-like et du metroidvania édité et développé par Motion-Twin. Il sort le 7 août 2018 sur Windows, Linux, MacOS, PlayStation 4, Xbox One, et Nintendo Switch, puis le 3 juin 2020 sur Android.
L'objectif est de sortir du donjon généré aléatoirement à chaque partie.
Système de jeu
Histoire
Le système de narration de Dead Cells est fortement inspiré de celui de Dark Souls : le joueur rencontre des éléments et des lieux où des informations en lien avec l'histoire lui sont données.
Dans le monde de Dead Cells, le roi cherche un remède pour sauver son peuple de la maladie, il ordonne donc à ses alchimistes de développer un remède. Très rapidement, ils s’aperçoivent que le remède transforme le peuple en monstres. Le roi décide donc d'appliquer ce remède afin de constituer une armée mais se fait rapidement dépasser par la situation : tout le monde est contaminé à présent par l'œuvre des alchimistes. Le roi entame donc un génocide sur son peuple, transformé en monstres, qu'il n'arrive plus à maîtriser.
L'aventure du héros commence ici : le joueur incarne un corps décapité qui s'est fait envahir par un parasite et va chercher à se venger du roi.
Développement
(...)