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by Lammy
1445 days ago
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The Binding of Isaac has a lot of this. It's a Rogue-lite where a single run is a descent through a series of dungeons, each dungeon composed like Zelda 1 as a series of rooms interconnected by doors, and each type of room pulls from its own pool of human-designed layouts when that level is generated. Each moment of gameplay is a risk calculation on every granularity of your run simultaneously: for the run as a whole (e.g. dungeon branch points based on reaching a given point within <xx> minutes), for each dungeon level (e.g. different after-boss reward possibility for no damage taken during that level), for the current room (e.g. choosing when to activate charged items), and for any given mob based on how well you've learned their movement and attack patterns. Plays best with a controller, imo, like a twin-stick shooter: https://store.steampowered.com/bundle/2405/The_Binding_of_Is... |
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