Posted December 29, 2015
Take the gameplay of a traditional roguelike. In particular, the game is turn-based with enemies moving only when you do, and you find treasures and level up.
Now, take away the randomness. The dungeon is now fixed. While we're at it, let's also take away item identification and permadeath, as those features don't work so well now that we have removed the randomness aspect. In exchange, we now have a nice hand-crafted dungeon.
How would you classify the resulting game?
Now, take away the randomness. The dungeon is now fixed. While we're at it, let's also take away item identification and permadeath, as those features don't work so well now that we have removed the randomness aspect. In exchange, we now have a nice hand-crafted dungeon.
How would you classify the resulting game?