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7/13/2025, 5:32:53 PM
>>11332506
My intent is to make losing fun and largely inevitable, rather than tedious and all-or-nothing.
Most "losing" should be workable problems, which you only need to deal with for a few more floors until you can travel back to town. Permadeath is a thing, but would require fucking up multiple times in a row, or planning poorly and getting surrounded.
Admittedly, getting damaged enough might make your character kind of useless; but playing out the last moments of a severely injured character is part of the appeal for me. If that doesn't translate to other people, then I can't realy help that I guess.
Less Fear and Hunger, more fast-paced Cataclysm with much less permadeath.
My intent is to make losing fun and largely inevitable, rather than tedious and all-or-nothing.
Most "losing" should be workable problems, which you only need to deal with for a few more floors until you can travel back to town. Permadeath is a thing, but would require fucking up multiple times in a row, or planning poorly and getting surrounded.
Admittedly, getting damaged enough might make your character kind of useless; but playing out the last moments of a severely injured character is part of the appeal for me. If that doesn't translate to other people, then I can't realy help that I guess.
Less Fear and Hunger, more fast-paced Cataclysm with much less permadeath.
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