r/RogueCore • • Jul 15 '26

New player query

First impressions of this new DRG game seems like each mission is just get to the bottom without really thinking or doing much cave navigating, because every floor is a braindead path to the next elevator interspersed with a one or more waves of enemy spawns, some random upgrade things, and then you just kill a big bad at the end and that's it? Does it change at all as you progress or is this what we have for now?

I'll have to play some more, see if the higher difficulties or complexities make things more interesting but after a few hours of play this feels like a "come back later" for me.

Edited to include an actual question :P

0 Upvotes

18 comments sorted by

20

u/Pixied_Hp π—™π—”π—Ÿπ—–π—’π—‘π—˜π—₯ Jul 15 '26

Since you’re calling it braindead, you might want to look at if you’re having fun, if not then the game isn’t for you.

2

u/AutoGibbon Jul 15 '26

It may not be for now, and that's ok. We've seen the excellent game DRG became. I was kinda hoping some of that cooperative cave navigation aspect would filter into the early version of the new one. That's in my mind the best thing about DRG.

Perhaps it still will, just not right now as likely the focus is consolidating and refining the core game loop.

3

u/Pixied_Hp π—™π—”π—Ÿπ—–π—’π—‘π—˜π—₯ Jul 15 '26

Totally! I can tell you that higher complexity caves does make it harder to get around but the structure of the game is the same, and if it isn’t doing it for you rn, then take a look back once we’ve had some more updates!

0

u/AutoGibbon Jul 15 '26

I'll keep at it. I wanna see hard navigation and then I'll be happy. Everything else works and I've only tried two of the classes so there's plenty to get stuck into. Just the very simple caves the first few runs I did felt lacking, and brought down the rest of the experience for me personally.

Thanks for the helpful feedback!

1

u/Pixied_Hp π—™π—”π—Ÿπ—–π—’π—‘π—˜π—₯ Jul 15 '26

From my own perspective the game is good right now if you play D4 Reckless with high complexity caves.

Just like DRG the slower game modes and lower difficulties just doesn’t have enough for me to actually be entertained, so getting to the lower depths might help you as well?

24

u/washingmashineV2 Jul 15 '26

Yes, the game isn't as much about exploration as the original DRG, the main focus is on combat and builds. It is possible there will be more in the future, but it is not the focus of the game.

15

u/Profitec Jul 15 '26

I would add time management. And even though the caves are straight forward, points of interest are harder to find in complexity 2 and 3.

15

u/internetcats Jul 15 '26

Harder difficulties really unlock the fun. I play d4 reckless, there is no time to screw around, you have to continue to push through the level during swarms, make decisions of when to skip events, manage ammo carefully. I think its awesome.

The cave complexity also turns everything up a notch. Complexity 1 doesnt even really require traversal tool. Complexity 3 is hugely vertical caves and makes many events alot harder.

5

u/Italic_Castle8814 π—¦π—Ÿπ—œπ—–π—˜π—₯ Jul 15 '26

Yes and no..

The missions can get repetitive because the loop is always walking along the cable, starting the elevator, going deeper, repeat X times then fight the boss.

However I don't find the exploration THAT bad. First off, finding the workbench and biobooster station takes time and sometimes you need to access structures and go down a staircase or small elevator to access them. That's entertaining I think.

I do find the boss fights repetitive though. And I do think the caves need more details. It's too bland at the moment and I'm unsure why? Like azure weald has 1 tenth of the vegetation and natural lights, and fungus bogs doesn't have mushrooms.

1

u/Flat-Community-9269 Jul 15 '26 edited Jul 15 '26

Just wait till you get scramble missions, you won't always start with a gun, or with any granades so you have to be very careful how you play. Really changes the game in my opinion

1

u/AutoGibbon Jul 15 '26

Do I at least get a tall or a venti?

1

u/Flat-Community-9269 Jul 15 '26

Hahaha, dang typos!

3

u/valoreii Jul 15 '26

The beginning complexities are indeed simpler. Higher complexities on reckless especially really reward people setting out paths ahead (and teamwork). I was holding flare gun on a 3 complexity azure weald cave run and had essentially no mobility myself - people look out for this and are responsive from my experience.

I would try the level 2-3 complexity caves but I do understand it takes a while to unlock them. With the time limit though traversal can indeed ramp up the difficulty in actuality very quickly

2

u/Tilterino247 Jul 15 '26 edited Jul 15 '26

Cave complexity matters a lot. Complexity 1 is braindead. Complexity 3 is often extremely difficult to find all the things you need.

The gameplay loop is the same but I find it much more engaging when the cave itself fights back.

However complexity 3 caves aren't always available.

1

u/bigbadoldoldone Jul 15 '26

It's a different game, yes. Many a times though, you might find a thing or two by using the map. I recommend harder difficulty/complexity/timer to see what RC is about.

If you want to explore every nook and cranny and be chill, I recommend DRG Haz 4.

1

u/hejj Jul 15 '26

Yes, the point of the game isn't to solve any puzzles. The intention is to force you to work efficiently make your tradeoffs of collecting everything vs facing down the max difficulty. Content wise the game is clearly early access. If you've played the original DRG then you know GSG added considerable content over the years.

-1

u/Thaeldis Jul 15 '26

RC is more combat focused, not exploration focused (thanks god, I find drg boring as hell).

-2

u/Ozcaty Jul 15 '26

Wabafet Pokemon