Has anyone actually played this? When done well, extremely complex roguelikes offer some of the best, most memorable gameplay there is. But so many of them fall into either the "hard equals good" mindset or they'll just toss the player into the deep end and expect them to learn to swim by spending 50 hours reading the wiki. Neither design philosophy is fun at all to me. I'm really hoping this one finally got it just right.
Some games just aren't meant for you, don't follow the herd, I feel the same way about souls games because they're not my thing at all even though people clearly like them a lot. I also have the sneaking suspicion as a dev a lot of the indie devs that do make roguelike are just using the 'difficulty' as a convenient excuse not to write save and load code which is a pain in the arse lol.
I'm really enjoying how much support though that devs are getting who do not give in to the leftist mobs, the mobs are losing their power.
Has anyone actually played this? When done well, extremely complex roguelikes offer some of the best, most memorable gameplay there is. But so many of them fall into either the "hard equals good" mindset or they'll just toss the player into the deep end and expect them to learn to swim by spending 50 hours reading the wiki. Neither design philosophy is fun at all to me. I'm really hoping this one finally got it just right.
Some games just aren't meant for you, don't follow the herd, I feel the same way about souls games because they're not my thing at all even though people clearly like them a lot. I also have the sneaking suspicion as a dev a lot of the indie devs that do make roguelike are just using the 'difficulty' as a convenient excuse not to write save and load code which is a pain in the arse lol.
I'm really enjoying how much support though that devs are getting who do not give in to the leftist mobs, the mobs are losing their power.
I actually start with save/load states and work backwards from that.