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Glam Grimfire

Joined: 16 Dec 2011 Location: the funky western civilization
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Posted: Thu Nov 21, 2013 6:12 pm |
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i think understanding risk of rain is also about understanding that other 2D rogue likes have had many of the same design problems, which is a result of an over-simplification of what makes the games fun in the first place.
whether it's risk of rain (which i really like, especially multiplayer. my steam is Hunk Punk) or any other, there's usually some lucky combination of items and stats you can get that negates all of the difficulty of the game
this isn't really possible in something like nethack or angband where you almost never know what an item does until you use it or have it identified, which helps curate a sort of mystery these games lack.
there's no penalty for hoarding every item you can in risk of rain, which i think there really should be, and more than that none of the items have really negative effects, and the ones that do (like tether) are usually acquired only when you're powerful enough to destroy everything easily
edit: i should clarify, none of the items have primarily negative effects. _________________
##SKELETON PARTY (new article as of 04/26/14)Grim |
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Glam Grimfire

Joined: 16 Dec 2011 Location: the funky western civilization
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Posted: Thu Nov 21, 2013 8:19 pm |
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oh yeah absolutely. i think it's getting the roguelike label because of the respawning, randomized encounters and permadeath.
i think doing randomized layouts would have helped this game, but also hindered it at the same time because i don't think the enemy AI is up to snuff for it. you can cheat on lots of bosses by getting in the right space before they spawn _________________
##SKELETON PARTY (new article as of 04/26/14)Grim |
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Glam Grimfire

Joined: 16 Dec 2011 Location: the funky western civilization
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Posted: Thu Nov 21, 2013 9:58 pm |
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booter true question, do you consider dungeons of dredmor a roguelike _________________
##SKELETON PARTY (new article as of 04/26/14)Grim |
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