@Shareefruck how you finding Hades? I was worried the randomly generated/rogue lite format would turn you off, but the gameplay/art style/story are good enough to make up for it. It’s a great litmus test game to see your tolerance for this type of format.
I'm still stuck in the "acknowledge that it's impressive/lovingly crafted and probably a really good game, but don't find it immediately appealing/addictive so I'm procrastinating to even play it" phase. I bought it, started it, and died a couple of times, but didn't really get anywhere notable yet.
I'm not sure I find that combat style that satisfying yet. There's something about fast, pin-point-accurate movement on an isometric map that has never felt quite natural to me. That's been a bigger barrier for me than the roguelite thing so far (a lot of my favorite games actually are randomly generated rogue-lites I think-- never been clear on how those genre labels work). Downwell and Into the Breach for example.
With Dead Cells it was more that I didn't like the idea of extensive maps, exploration, and progression being randomly generated. For games where the point is less level design and more mastery of mechanics in small isolated challenge rooms, it makes a lot of sense to me for that to be randomly generated (it's like Tetris-esque at that point). Not sure where Hades will land for that, but if it starts to feel massive and sprawling yet random, that might start to get on my nerves.