Roguelikes with one single difficulty have the advantage of the whole community discussing "THE" game. However, they often scare away new players depending on how difficult they start out, and bore veterans by having them repeat sections they already mastered over and over. 2/6
A popular answer to roguelikes frustrating new players is meta progression. This however fights symptoms more than flawed fundamentals, exacerbating the reset problem and introducing new issues of fuzzy feedback and "solvedness", at worst making entire mechanics irrelevant. 3/6
Difficulty levels can help with initial frustration, the reset problem (to a degree) and follow the player's skill progression. However, they inherently incentivize playing on the highest difficulty unlocked and burden the player with finding the "correct" one instead. 4/6
Ranked systems fix a lot! They go against the "hero's journey" structure, but roguelikes (being match-based) actually don't have to follow that trope. They can be more like "sports disciplines" with consistent per-run difficulty, centered on the human player as their "hero". 5/6
2/9 The core game builds on Downwell's combo system. You chain jumping on enemies, bouncing off walls and collecting fruit. Though in this one you have multiple jumps and time slows down when you aim. Much more accessible and more about thinking on your feet rather than reflexes.
3/9 The combo system is very good at making the most fun and interesting way of playing also the most rewarded one in-game. You fill your "gourmet level" much faster with higher combo chains, so you're always encoured to take a risk and "do cool stuff" instead of playing it safe.
1/10 Been thinking about #GameDesign reasons that make me return to @TeamWoodGames' #SuperAutoPets more than to other (match-based, vaguely roguelike-ish) games. To me it's all about how the game is systemically built to be playable "whenever" and "forever".
Let me explain! 🧵
2/10 With its asynchronous format (at least with its front-and-center "Arena" mode), the game sacrifices elements of counter-play other auto-battlers offer. You can't adapt to a specific opponent, because you don't have one. You just go up against a random sample team each round.
3/10 However, even in other auto-battlers "direct duel" situations are rare and building the best generalist team from the shop draws you get is usually what you want to do anyways. SAP builds all around that (more in Arkuni's great reddit post btw: reddit.com/r/superautopet…)
#GOTY 1/11
Super Auto Pets by @TeamWoodGames is a simple, yet surprisingly deep auto-battler. Its true genius lies in its laid-back asynchronous format. You can play a full run in 10 minutes without ever waiting for anyone, but also take breaks anytime.
#GOTY 2/11
Roguebook (@PlayRoguebook) is the best #roguelike deck-builder of 2021 for me. It didn't really break genre conventions, but did enough to stand on its own (such as heroes switching positions all the time for special effects, or the overworld map exploration part).
#GOTY 3/11
Gem Wizards Tactics is a true @keithburgun game in how it boils down tactical combat to where it's at its most interesting and builds an intricate, massively replayable system of emergent depth on top of that. So many unique situations and creative combos to explore!