4 ms·
>Net result: you get extremely good at the beginning, to the point that it's boring, and you always get whooped by the hard part because you barely ever get to
by grawprog 7y ago
>Net result: you get extremely good at the beginning, to the point that it's boring, and you always get whooped by the hard part because you barely ever get to practice
That's what I used to think, and I agree, some not so good roguelikes feel like that no matter how far you get, more of a roguelite, but I find rogue legacy is bad for that, but the good ones i've enjoyed tend to be rich in mechanics that you slowly master with each failure.
The point of roguelikes isn't the same as most action/adventure/rpg whatever games. It isn't about memorizing and mastering the levels, but about memorizing and mastering the mechanics of the game itself.
Sure there'll be some cheapshots, out of balance levels, and just plain lousy runs, but the more you play, the more you learn hoe to be good and you get further or play better on successive runs.
I do agree though, I like the idea of some kind of permanent progression between runs, I think that would solve some of the permadeath pointlessness feeling, i've seen some games do it alright, but none have really been that great. The consequences for failure still tend to be too high and it ends up making it feel like even more of a grind...rogue legacy comes to mind again...
Personally, i've been thinking of some kind of hybrid between lufia 2's ancient cave dungeons with an item system like diablo's would make for an interesting change up.
Have certain rare chests that contain maybe items and maybe spells or something that last permanently between runs if you make it to a certain level or something, so while you'd be repeating from the beginning, you'd be starting a little more well equipped as you progress.