Re: Tentative Entombed 2 Design Decisions

Basically what I like to see in all games, but rogue likes especially, is a set of very basic global mechanics. Say gravity and light. And then there is a set of more specific events built using the fundamentals, so falling, or being blinded, or how you react to a lack of light. But then you start making it more complex, like you take damage after falling farther and farther, or glass prisms refracting light. And then expand from there with the gravity and falling concept to have different levels of constant pressure. But then you want a spell that does force damage. No problem, since you already have pressure or force damage from more basic principles already there. OS you use that. I like seeing things grow and progressively become more complex over time, and that's what I think separates a great roguelike from a good roguelike -- when basics concepts are used cleverly and realistically, to the point players start expecting extremely realistic results, and when they don 9;t it's this massive surprise and think think... oh shit, that seriously worked?
If anyone hear has ever played lost souls or kerkerkruip, you know exactly what I'm talking about. Because you can lick or poke a flaming creature and catch fire on lost souls, you can wear a blind fold in the hall of mirrors and in smoke to negate those debuffs, the chain golem and the swarm of daggers can rust, and you do get penalties for hiding if you're larger in kerkerkruip.

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