Re:Noita – roguelite where every pixel is simulated
by Hammershaft on Sunday September 06, 2020 @11:27PM
(#24396383)
Totally agree, optimal play is often just slow deliberate chip damage and tedious scouring for resources. It's a pretty common problem across roguelikes.
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Re:Noita – roguelite where every pixel is simulated
by jtolmar on Monday September 07, 2020 @01:37AM
(#24396855)
Yeah. Some games fix it by having small enough dungeons that scouring them all isn't such a big deal (Brogue comes to mind). Others use a hunger clock (I think Spelunky's ghost is actually the best hunger clock I've seen).
I think Noita would benefit from harder monsters, with much higher gold drops (or cheaper shops), and a tight hunger clock. Though that's somewhat at odds with the cool side dungeons (which are already at odds with the rest of the game).
Re:Noita – roguelite where every pixel is simulated
by m1gu3l on Monday September 07, 2020 @03:40AM
(#24397424)
agree with need for more variation on combat mechanics but i absolutely hope the don’t add anything to rush me through this magical game.
Re:Noita – roguelite where every pixel is simulated
by jtolmar on Monday September 07, 2020 @12:18PM
(#24400433)
I think something to rush the player is necessary for it to work well as a roguelite.
But I also think Noita has enough cool exploratory stuff in it doesn't necessarily have to be a roguelite. It'd also be a good game with some fast travel options and a system of respawn points.