It does not feel fine to look up the More than a Willing Spirit quest on the CoQ wiki to check the contents of Golgotha. It feels just fine to look up on the DCSS wiki if Uskayaw is a good god choice for a stabber. The problem with Caves of Qud is that it has a fixed storyline with content one would not want to spoil themselves on. I think roguelikes become most fun when you have a good idea of what to avoid and what to focus, as then death becomes only the result of a strategical mistake and not a gap in knowledge. When you encounter these creatures for the first time in-game, you will immediately recognize them as a potential run-ender. If you hang around DCSS fans for a while as a new player, you'll eventually hear them share their fear of the infamous Moth of Wrath or Orbs of Fire. While that could be true for someone who refuses to engage in community discussion or read guides about the game, the truth is that most roguelikes encourage consulting wikis and forums. In some cases, it can appear like the gameplay loop consists of getting to floor 56, dying to a new threat you did not know about, replaying the same content for 2 hours, returning to floor 56, succeeding, and then getting to floor 57 and dying to the next unidentified threat. The most common point of criticism towards traditional roguelikes seems to be the trial and error progression mechanics.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |