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by jgalecki
1706 days ago
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It's interesting how shorter run-based gameplay impacts every aspect of play. It's like the difference between games with permadeath and games designed around permadeath. The former is a hardcore challenge, and the latter, I would argue, is the core of roguelikes. While there's no "death" in my game (stayin' cozy), the idea that the player needs to go through multiple runs has been really fun to play around with :) |
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I might be showing my age here, but isn't permadeath the core of roguelikes? Like, isn't the point that you have to start fresh each play, and that's why games like nethack offered a bajillion character classes? Even the og rogue had permadeath.