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7/24/2025, 8:21:00 AM
7/24/2025, 2:33:55 AM
One issue with resource management in some roguelikes is that the resource is tied to inventory space, so often it feels like after some initial hurdle you can accumulate enough resources to never run out of them.
An interesting compromise from a non roguelike is potion slot in Slay the Spire. You have 2 slots in A20 and you can't go back to pick up items that you throw away, so you are always considering whether using 1 potion to come out on top is a good idea or not in case a potion drops for you.
Unrelated but in a lot of soulslike that allows you to upgrade your healing potion slot, the game also feels oppressive early and too relaxing later. The issue is the same, consumables (as sustain/risk management tools) should somewhat be tied to the fights that you do rather than being something that scales with game length.
An interesting compromise from a non roguelike is potion slot in Slay the Spire. You have 2 slots in A20 and you can't go back to pick up items that you throw away, so you are always considering whether using 1 potion to come out on top is a good idea or not in case a potion drops for you.
Unrelated but in a lot of soulslike that allows you to upgrade your healing potion slot, the game also feels oppressive early and too relaxing later. The issue is the same, consumables (as sustain/risk management tools) should somewhat be tied to the fights that you do rather than being something that scales with game length.
7/23/2025, 11:20:59 PM
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