Demon Lord Reincarnation | Let's Play for the First Time in 2023 | Episode 1

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  • Опубліковано 23 лип 2023
  • Let's Play Demon Lord Reincarnation for the first time in 2023! I hadn't heard about Demon Lord Reincarnation, but it is a fun roguelike take on the classic dungeon crawler. Kind of like Wizardry!
    Come see me try Demon Lord Reincarnation for the first time!
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  • Ігри

КОМЕНТАРІ • 23

  • @BalancedEarth
    @BalancedEarth 11 місяців тому +4

    The art for the characters is pretty nice and it plays well different from the prep that happens in traditional RPGs. Wish there was more interactions and ui enhancements. The random spots where characters start a dialogue is kind of odd so maybe down the line they'll add in-game models for those points.

    • @DrIncompetent
      @DrIncompetent  11 місяців тому

      Good point! It is odd that all of a sudden there is a person on that tile... Yeah, it definitely is a different title and has a cool vibe!

  • @Northlander74
    @Northlander74 6 місяців тому +1

    Just found this today after I saw this game came out on PlayStation on 2nd December and as an old school gamer, just before I hit 'Buy' I had to do a quick search on here and your video popped up...INSTANTLY convinced this was for me so picked it up. Not sure if you discovered it or not, but there is a manual built into the game, that (on PlayStation) you hit the options button and a 29 page manual pops up, so not sure if you've found it yourself, but it explains everything you were wondering in this first video.

    • @DrIncompetent
      @DrIncompetent  6 місяців тому +1

      Thank you for explaining this! I find it eventually and it really helps!

  • @johnavy1722
    @johnavy1722 2 місяці тому

    Love the music.Like deep purple

  • @lazorr3260
    @lazorr3260 11 місяців тому +1

    The pixel art is such a vibe, especially as its 1bit? 2 bit? Its gorgeous whatever it is

    • @DrIncompetent
      @DrIncompetent  11 місяців тому +1

      It's really pretty, isn't it!

    • @lazorr3260
      @lazorr3260 11 місяців тому +1

      @@DrIncompetent it is! Also, the game comes with a pdf manual that explains the stats fyi

    • @DrIncompetent
      @DrIncompetent  11 місяців тому +1

      It does! Thank you for telling me this. The manual has some great tips--I had no idea I could rest in the dungeon, for example. The stats are explained, which is great. The skills are not, but maybe they will add that someday!

  • @JohnPalb
    @JohnPalb 11 місяців тому +3

    I found this to be a really interesting take on the dungeon crawl genre, very pared down and emphasizing exploration for advancement rather than loot grabbing and gear grinding. The seemingly random skill achievements powering your party gives a sense of character building through experience rather than finding a nifty new rare sword or pendant and being enhanced by it's power.
    Most RPG's obviously offer character progression through stat and skill increases as well, but not many rely on it solely to the exclusion of gear power ups. There's no character/party creation, no UI elements to interfere with it's presentation, no skill/research trees, combat is very straight forward with abilities presenting themselves as the party members 'want to try something new'... simplistic, yes. But not every game needs to have a character skill tree building scheme to optimize in order to be fun.
    I'm not sure I would devote a ton of time to this game, but I like what they're emphasizing here and how they're presenting it. I'll probably pick it up just for the novelty of it, and to do some exploring. And I'd certainly watch more of it if you felt inclined to post more.
    Thanks for putting this up, Doc. Wasn't aware of it otherwise. Enjoy your day.
    P.S. And yeah, that slime attack did seem out of place here, jarringly so as there doesn't seem like there's much of a modern tone in the game otherwise.

    • @DrIncompetent
      @DrIncompetent  11 місяців тому +1

      You know, now that you make these points, I feel like I should try it again haha. I feel like MAYBE if you get a little stronger and have more choices to make each turn it will get better. Right now, the fights are super hard, but I don't have much in my kit. I wonder how much more involved it gets as you grow!

  • @Matalito
    @Matalito 11 місяців тому +1

    I'll chime in. Very interesting and retro in many of the right ways. Obviously the ambiguity of it all was a convoys decision. But maybe it goes to far for today's games, outside a small niche.
    No map? That's fine, there are many that will be happy to pull out graph paper. No descriptions on stats and moves? Ok... feels old school, like very old school. Cool for a moment, except, old games didn't leave out descriptions as a conscious choice really, they did it due to low memory availability and lack of experience developing games.
    It's hard to do today, as it requires commitment to the game to memorize things, or write them down, at which point it could just be a note in the game. Are there game mechanics we need to understand? Like does quick attack just add speed and get your attack in sooner? At first i almost thought the move "trip" was then causing the next character to "hit nothing but air" but that seemed to just be coincidental misses.
    I had thought about the character stats and when one dies, how strong are the replacements? I would have to assume they get stronger, or the game will be very hard to truly progress, but that could be the intention and some would love it, so that's not a fault, just an important thing to know. Basically it's it roguelike, or roguelite? I don't mind the lack of "levels", so you'll have to start paying close attention to stats to tell if new recruits get stronger. But again, just one more thing that seems like it'll take a lot of play testing just to learn how the mechanics are intended to work, rather than learning the mechanics and making different decisions with them.
    It seems to possibly go beyond the fun of learning what things do and any interesting game mechanics and blends into "you'll never really know the full details of what's happening or exactly what special effects some moves have."
    I say all this as someone who likes what they see and thinks this is really cool.

    • @DrIncompetent
      @DrIncompetent  11 місяців тому

      I really love your commentary here. I am fine with some of these old school design choices too, to a degree, but even old games would explain the skills and spells etc. in some kind of physical instruction manual--even if it was minimal. It would be a great addition, as would internal map-making, like Etrian Odyssey does it. I am only hard on the game, I think, because it has so much potential, I just wish it were a little less rough in some areas. I should definitely try it again! I really like having more information so I can make better decisions beyond guesswork and then trying to figure out things through pure trial-and error--but that's just me! ;)

    • @Matalito
      @Matalito 11 місяців тому +1

      @DrIncompetent exactly. I wouldn't have taken the time to write up that much if I didn't love what I see. The grind should be playing the game and getting better at the mechanics, not grinding just to hopefully figure out if different attacks even have different mechanics.

    • @JohnPalb
      @JohnPalb 11 місяців тому +2

      @@DrIncompetent To be fair, the game's store page on Steam does include a 17 page .pdf manual providing stat explanations, class breakdowns, useful hot keys, status effects, and a brief FAQ. It's presented in the style of an old school instruction manual, so it might fit that aesthetic desire for you as well.

    • @DrIncompetent
      @DrIncompetent  11 місяців тому +2

      Yes! Thank you so much for telling me this! Honestly, I never access manuals this way on Steam so it took me a second to find it haha. It is much more helpful than what is presented in the game (resting, for example was good to discover!) and the stats are explained. The skills are not, sadly, but it does seem to say that all characters you hire to replace your old ones scale up to match your progress? I think?

    • @JohnPalb
      @JohnPalb 11 місяців тому

      @@DrIncompetent Yeah, apparently there's a bit more under the hood in this game than might be guessed at first glance. And I think there was intention behind the omissions.
      They describe status effects in the manual and, on using some of your skills, those status effects will pop up in the combat log, giving you what you need to know about that skill if you're reading the log as it happens. Other skills may seem like standard attacks, but will effect the entire enemy group, or inflict a specific damage type(Blunt, piercing, slashing, magical, perhaps others? I haven't explored deep enough yet) that the character may not otherwise be able to inflict, which will effect enemy types differently. But again, this is only noted in the combat log: higher damage values for optimal damage types used(lower when using damage types the enemy might be resistant to), status effects inflicted when a particular skill is used, stat bumps when buffs are cast. This means that, as well as mapping, note taking might be required to record which skills do what, if someone has issues remembering that type of information.
      As basic as that manual is, I think it's probably necessary reading prior to playing. Things like the Rest feature, the fact that replacements for dead companions do scale up, the implementation of the four basic damage types, and what the status effects/ability scores do might not be known without doing so, but I think the intention of the devs here in omitting other info you might expect to be in there is to get you to invest in understanding how the game works through playing it rather than them telling it to you in a manual or in-game tool tip. And I think when you're working with such a minimalist game, that makes sense, but its a hard balance to find. It becomes part of the reason someone might play it, but when does the fun of figuring out the game shift to frustration in having to figure out the more obscure mechanics involved.
      I don't know the answer for that; its up to the game devs to figure out. But I think I think I agree with @Matalito here. I really enjoy what they are trying to do, but figuring out that answer likely means the success or failure of a game like this.
      But hey, all that said, a week on and it's still got mostly positive reviews on Steam, so I guess that's validation for ya. lol In any case, Enjoy your day!

  • @user-ou1zq7dd5t
    @user-ou1zq7dd5t Місяць тому

  • @dejanzabaljac6950
    @dejanzabaljac6950 7 місяців тому +1

    Aren't these character art sprites from Buriedbornes? Very sus...

    • @DrIncompetent
      @DrIncompetent  7 місяців тому +1

      I've never heard of that game! Is it fun? I looked at the steam page and they look similar, but most RPGs that evoke the old school pixel vibe kind of look alike haha

    • @dejanzabaljac6950
      @dejanzabaljac6950 7 місяців тому

      @@DrIncompetent Buriedbornes is Android port. It was made originally for phones, very hard Dungeon/RPG game, Deamon Lord leans more like Wizardry which is good. Buriedbornes is mostly point&click based.