This is precisely what I didn't like about DoomRL. How are you "supposed" to survive in Jupiter Hell? Which was such a far cry from my expected fantasy of the game that I quit.ĭid that remain unchanged from DOOM RL? Did I grok DOOM RL wrong? When I subsequently looked up a high-difficulty playthrough, I saw that I'm "supposed" to survive by sticking walls and shooting at enemies that I literally can't see because they're 100% outside of DoomGuy's field of vision. But playing that way on Normal killed me really fast, and playing that way on Easy made me succeed until I suddenly died. When I went into DOOM RL, I was expecting a game where I'm "supposed" to survive by circle-strafing around demons. You're "supposed" to survive by taking as long breaks between fights as you can manage (so you go into fight with just enough HP to not die), and use consumable items to conserve/restore your HP in fights that would overpower your HP pool + regeneration.Īnd, for a slightly different example, in Into the Breach you're "supposed" to survive by not letting any of your building get damaged, and you do that by keeping your mechs near the center of the board, always trying to counter several threats using a single action, and using Veks bodies and attacks against them, hopefully in a way that will also kill them and/or prevent a spawn. In DCSS and the like, your HP regenerates constantly over time, but there's a breadclock hunger clock that's going to kill you if you play too slowly. You're "supposed" to survive by balancing the cost in lost HP, the chance of dying, and the reward from winning a fight, for every single fight - and only take the ones you either can afford or can't avoid. In The Ground Gives Way and its ilk, your HP regenerates only when taking a rest, which requires using up a rare item. The question is about a high-level concept, the title is awkward, but it's quite easy to explain on examples.
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