Too heavily tied to "unlocking x upgrade after enough experience" for my tastes rather than it being primarily skill-driven. Some people like filling bars or meeting requirements that would otherwise artificially impede your progress, and others (like myself) don't.
There's something to be said about all rogue-lites having a grind aspect to it for better or for worse; I just don't think Rogue Legacy had a particularly good crack at it. Far from it. It bothered me in The Binding of Isaac as well (albeit in different ways), but at least Ed McMillen put more thought into its overall design even prior to Wrath of the Lamb and expanded it with a ton of content to justify its style of grinding, limitations of working with Flash notwithstanding. Rogue Legacy had some one-off novelty gimmicks in its stead. Different types of 'rogue-lites' admittedly, but at least I had some fun with Isaac... after having to put way too many hours to even open up the meat of that game.
Just the other day I set up a new profile for Rogue Legacy in which I am ignoring the Manor (purchase upgrades for stats) save for increasing the amount of armour I can equip, the Smitty (to get armour and weapons), and the Enchantress to use the runes. All of which takes very little money that I easily get without really going out of my way to get gold due to my nature of "kill everything".
My plan and purpose is to see how far into the game I can get without "grinding" for gold and the like to get those stat increases, instead focusing only on improving my skill in the game and just using what is found in the castle instead. Chests with stats increase, special items from praying at an alter, armour and weapon unlocks, etc are the only increase I am using just as though it was a 16-bit game beyond the three things I unlocked in the Manor mentioned above.
What I've found is that it is entirely playable this way, with every area still open to reach despite the characters being much weaker than I would be if I was "grinding" to get all those stats and character classes. A standard knight can make his/her way through the tower, castle, dungeon, and forest and survive with most every spell (some better than others) even without runes, and then runes just making it easier/more fun. I wish my knight could do more at times, but I also wish Simon Belmont could whip diagonally in those early games.
Each of the bosses have rather basic and easy to plot movements and attacks. It took longer that I imagined, but each of them fell eventually even with those weak attacks and small pool of mana to attack with (except the dungeon one, due to the constant potion bottles being dropped). It was no worse than any NES/Mega Drive Castlevania.
Without the benefit of a much higher health points or magic bar or special classes that can take better damage or naturally faster or special abilities like mist form I was left really with just focusing on skills such as best use of a sword swing hitting enemies from behind, the drop down attack manoeuvre, and being good with those sub-weapons. Runes had to be selected better because I couldn't depend on living that long if I was hurt often, so avoidance became a key tactic with dash and double jump and sometimes the glide which I had all but ignored in the "grind" play through.
Aye one can argue against having to enter a new castle constantly just to build up all those items in chests and focus too much, but that is going to be dependent on the perception one has of them, if they are "needed" or "a nice thing to make the game easier". I choose the later and just finding them eventually, even though I died a lot, as just a normal part of me trying to clear out the castle and having fun getting to the bosses.
I'm not saying this type of play through would help anyone who wasn't a fan of it in the first play through with it's obvious intended play style of course, which I talked about in a previous post about why comparing it to Speunky and the like doesn't fit with me, but instead that after experimenting it is entirely possible to play the game in a different way that doesn't focus on those issues. I think the best comparison is Hard Corps: Uprising which offered a way to play it in standard Contra style and than a RPG build up style, I could do either and enjoy them for both purposes. I didn't need to "fill bars" or unlock everything to make it through most of the game (I've only just beat the 4th boss) and yet I'm still having fun.
Of course I do understand that the harder difficulty of such a self-chosen play through would put other people off and others who didn't care for the basic systems and mechanics of Rogue Legacy in the first place the lack of those extras will just highlight their announces more in the combat/enemies, but I like the game both ways I've played it and enjoy a good challenge.
Apotheon has an interesting style.
Currently 33% off and including a copy of Capsized.
Ah how wonderful to be reminded of Apotheon. I recall playing it at PAX and just being so surprised, and pleased, at how well the mechanics of having to properly aim and arc a weapon to hit an enemy got me engrossed into what is a "hack and slash". Though calling it a hack and slash is like calling Hotel Miami a hack and slash, hitting randomly won't help you too much while planning it out in advance and sometimes waiting will get best results.
Helps it just look wonderful with it's tempera based style.