OK now not to be armchair game designer but as someone who did not grow up gaming and is not very good at it i'm obsessed w how approachable and satisfying h@des is (also literally everything else sldjs)
the gameplay itself is fun but also there are just a ton of design choices that make it so easy to just dive in and try stuff out and /enjoy/ that gameplay even if you know you're gonna die in the same spot again and again. the game makes u feel like bashing ur head against -
- that wall isn't u failing to play the game the right way, it's just one step in that process. in fact it's /better/ to die more at this game??
i think ssg's interest in making a non-gameover state for their games is really interesting and they really succeeded here! games that make u afraid of dying def make me feel less willing to experiment and be bold
i also love how the game doesn't punish u for not having perfect Gamer Skills to clear the game as fast as possible. when u use permanent upgrades you don't get the vibe of "oh this is a handicap, this is the easy way out" it loves u for spending more time w it -
- by giving u allll the different dialogue (there's a fuckton of writing & va-ing in here i'm insane. i'm so insane there's so much dialogue) and all those boon and weapon combinations to try out
this thread is so all over the place sdljskj anyways also i think it's amazing that the form factor of early access suits the game so well?? not just that roguelikes are replayable but narratively too, where they've seen sooo much of the dialogue and seen a ton of the different-
story/character events just bc they had to do more runs.

last shoutout for now to the item/boon/vocab descrips next to everything that's presented w very sexy and elegant UI, you save my life every time
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