4 ms·
There are many roguelites I enjoyed, but often I've wished for a less hardcore mode that let me enjoy the content without starting from scratch. I must have hal
by morsch 4y ago
There are many roguelites I enjoyed, but often I've wished for a less hardcore mode that let me enjoy the content without starting from scratch. I must have half a dozen platformers where I've seen the first 10% of the levels a hundred times and nothing beyond that. Most recently, Rogue Legacy 2.
I guess I should embrace "losing is fun", and accept that in case it isn't, the game just isn't for me.
- brainzap 4y agoyeah same, games should allow to adjust difficulty or do it automatically.
- tpxl 4y agoDoesn't Rogue Legacy 2's upgrade system mostly solve this issue? You'll eventually outscale the early game enemies and bosses, even if you're not very good? I read upon accessibility recently and it surprised me how much of it was about simply making the game easier - aim assist, invulnerability, story mode... specifically for gamers like you.
- whartung 4y agoIt's a tough call. It's certainly one thing to have an "easy mode" that lets the game be a cakewalk, and can be great for tourists. Similar can be said for "cheat codes" that can empower the same thing. But at the same time, it can be a tough balance because those things CAN "ruin the game". Running around D2 with a character edit L99 Amazon one shotting everything and everybody, en masse as well, is fun! Rip roaring, monster slaughtering, boss bonking fun. But that fun doesn't last. At the same time, you try to go back to play "normal" and, boy, it's hard. It's hard to go back to the 30 hit point character with the 5 dmg sword, no pack space, boots of slowness, no food, etc. The best technique, I think, is simply a "cheat death". I'm with many, I don't want to have to play the game 10 hours to get into a position where I am ready to encounter the new tough monsters that kill me, so I can learn tactics and techniques for them. I'd rather just restart on the level (or whatever) so I can try again. Keep me off the score board, kick me off the ladder, that's all fine. But hard to learn how to balance the higher end goodies and tougher monsters when they one shot you and you just lost several hours of game play.
- swayvil 4y agoYa, sell "cheat death" amulets at the store. Tune price till happy. Maybe 1gp, maybe 1000gp.
- guestbest 4y agoFunny that in nethack, tourist is the hardest character to play and their camera is basically useless
- klyrs 4y agoAccidentally quadratic dungeoneering?
- KaoruAoiShiho 4y ago> The best technique, I think, is simply a "cheat death". I'm with many, I don't want to have to play the game 10 hours to get into a position where I am ready to encounter the new tough monsters that kill me, so I can learn tactics and techniques for them. I'd rather just restart on the level (or whatever) so I can try again. Isn't this literally just every game. Vast majority of games work like this...
- swayvil 4y agoThere are two species of roguelike player. The conqueror and the explorer. I am the second type. I only care about death insofar as it inhibits my ability to explore. Roguelikes generally play to the conqueror a little more than suits me. Maybe it's an economic constraint. Like the game designer has only so much new amazing stuff to show you. So he has to throttle it to make it last. Put up barriers and such. Lard the exploring with grinding. A truly deep generative roguelike wouldn't require that. It would have hot and cold running novelty coming out its eyeballs forever. As a side note, do you think that turned-based-ness is great? The main upside that I see is that it makes the game more relaxed.