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Insider - Ideas on roguelikes and progression

🕑 Added 2019-01-09 11:26:50 +0000 UTC
Insider - Ideas on roguelikes and progression

Comments

Mikhail Aristov

I don't agree that finishing Rogue Legacy is a foregone conclusion, since I eventually gave up on it because the difficulty of getting to the next in-game upgrade was higher than my player skill, so I kept running in circles with *no* sense of progression at all. That eventually frustrated me enough to just give up (precision platforming is not my favorite type of gameplay, anyway). However, I think it has more to do with the specific implementation of RL, rather than the general concept of combining in-game progression with player skill one.

Tim Romero

Surprised to see such a passing mention of Binding of Isaac when it was so influential. “And how about a game where it gets harder as you level up? That could be interesting to explore.” Binding of Isaac has at least a couple “everything is terrible” unlocks where the game gets harder at a certain point. “Extra stuff in the random generation” Binding of Isaac also did this, years before the Gungeon example.


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