but i think some randomizer designers lean too hard into the "challenge" aspect and forget the "joy" aspect. carefully designing your randomizer to make the player survive with reduced items or buffs makes more of a challenge. but leaving open the possibility of getting a powerful late-game item early and cutting a swathe through the game is so fun! and even more so when it comes after a period of deprivation. you don't want a constant high level of challenge; you need to (at least allow the possibility of) moments of release, when the player feels powerful