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tyreforhyre

tyreforhyre
@tyreforhyre

i think one of the biggest failings of roguelikes as they stand in the current market is the trimming of fat. the inability to revisit previous floors and even reroll and grind out equipment and Character Numbers replaced with the designers sense of what balance is. let me trawl around in level 2 imp holes for a +3 mace of Smashing, who gives a shit.


tyreforhyre
@tyreforhyre

i cannot tell a word of a lie, i was listening to the Diablo Tristram theme on repeat when i saw this plop into my subscription feed.


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in reply to @tyreforhyre's post:

It is so annoying that roguelike games after a certain point in time tend toward reducing stuff in them. Dungeon Crawl Stone Soup being the obvious example where for YEARS they have been removing content on the dev's whims and maybe replacing it.

Oldschool roguelikes are so luxurious in what they present, they're willing to include any little idea that might make the game more interesting. Nethack has 30+ mostly functionally identical comestibles, but you know what? Having weird shit like soldiers dropping C rations and K rations adds a lot of flavor and texture to the game. The purely utilitarian mindset game developers sometimes adopt robs the rich uniqueness they could possess.