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I've talked before about Doom State - how doomed you can be without dying or knowing about it: • Design Talk: the pros ... Lately I've been thinking about how roguelikes and handcrafted games have opposite takes on whose responsibility it is to prevent it: the player's or the dev's, respectively. That lets roguelikes give you bigger and deeper choices in how you tailor your build as you level up, while handcrafted games can't afford to offer you permanent choices that might doom you. I also reference Desperation Innovation, talk here: • Dev Log: Desperation I...