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& #39;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& #39;re gonna die in the same spot again and again. the game makes u feel like bashing ur head against -
- that wall isn& #39;t u failing to play the game the right way, it& #39;s just one step in that process. in fact it& #39;s /better/ to die more at this game??
i think ssg& #39;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& #39;t punish u for not having perfect Gamer Skills to clear the game as fast as possible. when u use permanent upgrades you don& #39;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& #39;s a fuckton of writing & va-ing in here i& #39;m insane. i& #39;m so insane there& #39;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& #39;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& #39;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& #39;s presented w very sexy and elegant UI, you save my life every time
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