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> (a) you can't go back to previous levels, you can only explore the current map a. While this is common in roguelikes I'd never pick it out of a list of defin
by reificator 6y ago
> (a) you can't go back to previous levels, you can only explore the current map
a. While this is common in roguelikes I'd never pick it out of a list of defining traits of a roguelike. It's like defining first person shooters by whether they have keys that open doors. Sure it's common but I'm not playing Doom to find red keycards, I'm playing to shoot things. The keys just help direct the experience and there are plenty of mechanics that could fill that same gap.
> (b) you're forced to progress to the next level on a timer
b. There is a timer that prevents you from leaving before it's up (engine charging), and there is escalation of force the longer you stay in a sector (rebel controlled beacons) but neither of those design decisions strike me as incompatible with the roguelike formula.