6 ms·
Totally agree, optimal play is often just slow deliberate chip damage and tedious scouring for resources. It's a pretty common problem across roguelikes.
by Hammershaft 6y ago
Totally agree, optimal play is often just slow deliberate chip damage and tedious scouring for resources. It's a pretty common problem across roguelikes.
- jtolmar 6y agoYeah. Some games fix it by having small enough dungeons that scouring them all isn't such a big deal (Brogue comes to mind). Others use a hunger clock (I think Spelunky's ghost is actually the best hunger clock I've seen). I think Noita would benefit from harder monsters, with much higher gold drops (or cheaper shops), and a tight hunger clock. Though that's somewhat at odds with the cool side dungeons (which are already at odds with the rest of the game).
- m1gu3l 6y agoagree with need for more variation on combat mechanics but i absolutely hope the don’t add anything to rush me through this magical game.
- jtolmar 6y agoI think something to rush the player is necessary for it to work well as a roguelite. But I also think Noita has enough cool exploratory stuff in it doesn't necessarily have to be a roguelite. It'd also be a good game with some fast travel options and a system of respawn points.