Quantumsurfer wrote:*Blows fucking brains out.*
Quantumsurfer wrote:Especially to start, there seems to be only a small number of legitimate options when faced with any particular obstacle. In tabletop games, I call this the "path to power." I'm sure there is an actual name for it somewhere in the game design world.
Quantumsurfer wrote:I think it'd be a much more interesting game if it didn't throw randomly powered enemies at you. There are times when no amount of strategy or quickness will save you from defeat. Thus the challenge is not in manipulating the available systems present in within the game but rather in continuing to play the game itself. Or, put a better way, the challenge is in remaining conscious and standing after banging your head into the wall repeatedly and with great force.
stubby wrote:The official term is "dominant strategy."
stubby wrote:I disagree. The enemies' power level is tied pretty strictly to your sector number and type, and don't seem to vary much within a given sector as far as I've seen. I may be a lot more optimized against one enemy type than another, but their basic power level tends to be about the same, and when I lose against an enemy in sector 5 I usually know it's because I didn't exploit sector 4 well enough.
Zupponn wrote:Most modern Rogue-likes are all about gathering as many useful resources as possible before the death window closes.
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