Griffith said:Not really...
"No Walter it sucks, why are you playing this phone trash?!"Bleac said:Hmm, I don't know. It looks very indie that's for sure, but I don't really like the whole aesthetic, kinda looks like a quirky phone game to me.
Geez, I think I'll stay away from rhetorical questions in the future.
Possible, but you wouldn't be better off, because you can corpse run to get back your stuff. It's just that the run to that corpse is made harder without the lantern. I failed to mention that there are instant-death traps that are outlined in red by the lantern. No lantern? You have to squint to see them. So you really can't run through old areas without it. And "knowledge of the environment" is practically useless because the levels are scrambled each run.Bleac said:Is it not possible to reset the whole game and begin from the first floor with your lantern? That way you would probably get to where you were much faster, this time with new knowledge of the environment. If not, then it's probably not worth it.
Rogue-likes as a genre is pretty loose, so I don't know that there's a standard definition to it. But yeah, I'm very familiar with them and how these games generally go. Spelunky is one of my favorite games. But this is more of an adventure game with a painful rogue-like element, because you are expected/intended to see it all, not something you would normally just drop in for a quick fun run.Playing whilst knowing that you're eventually gonna lose all progress and have to start over is the classic, stripped down rogue-like formula, but having the game get increasingly more difficult and tedious the more you die in a rogue-like, where you're gonna die many times, seems like bad game design and kinda unfair to me.