4/15/2023 0 Comments Ftl basilisk![]() The more games I play the more I want to see how other people play them, in detail. I'd be really curious to see usage stats for the various ships in FTL, how far players get with them etc. Content waste? What if there was a way to squeeze more juice out of them, by replaying them, but with mechanics' changes/insights? Theoretical concept only. Spelunky I've played a fair bit of, both the original and the new. Rogue-likes just make similar decisions more obvious. In the opening they think about what they want to have, in exchange for what etc. Strong players think about the game that way. So even if they never spawn, you could still guarentee that you got those specific powerups. It's like if chess had powerups that randomly spawned on the board and you were allowed to choose 1 or 2 powerups to start with. One of the defining characteristics of Rogue is the fact that there's a random dungeon, with random gear in it. The chess analogy doesn't really fit in this case. The fact that rogue legacy is designed around the idea of dieing and slowly making your line better basically puts it in polar opposition to the design principles of roguelike games. When you die in rogue legacy, you just continue on the same game with another life. The "permadeath" that people like to cite isn't permadeath at all. Very un-rogueish.Īlvarop: Rogue Legacy is not a roguelike game. ![]() If you were saying "ok, you got to level 5! now you get to start with an extra burst lazer II" then that would be unlocking stronger starting configurations for progress. Some of them start with boarding parties, which is my style of play, so those feel "better" to me, but the game is hypothetically designed so that all starting configurations are roughly equal. The other ones you start with have gimmicks, but are generally way worse. In the context of FTL: how do you think that the other ships are "better" than the one you start with? Kestral is generally considered to be one of the best ships. That being said, unlocking more options at the start is about the least offensive way to do that, because each one comes with tradeoffs. This one is a bit iffy - your previous games shouldn't have any impact on your current game, in a roguelike. ToME is the only game I can think of, offhand, that's a traditional roguelike that unlocks more starting packages as you go (BoI is another example, but that's not a traditional one). Basically, a starting package is insurance against randomness - "No matter what I find, I'll have a book of conjurations, so i'll be able to ensure that my character is built at least somewhat in the way I like". Examples include Nethack, DCSS, and ToME (counterexamples: Rogue and Brogue). Most roguelikes include different starting packages. This is a case of two different things: different starting packages, and unlocking those as you go. "When you get far enough in the game you unlock a ship that is more complex and more well equipped than your other ones."
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