Hades - A Rogue-lite Like No Other

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  • เผยแพร่เมื่อ 28 ก.ย. 2024

ความคิดเห็น • 5

  • @dudeweedlmao8519
    @dudeweedlmao8519 9 หลายเดือนก่อน +3

    Maybe a controversial take but I believe sacrificing randomness for linearizing the story is precisely the tradeoff that hurts Hades in the long run. When you have 4 biomes that repeat rooms among themselves, combined with boon system essentially locking you into boon pools makes a lot of the runs feel samey. Designwise I appreciate how dynamically the world reacts to your run but when the gameplay feels repetitive, the game essentially turns into a vn with extra steps. ( To be fair this is a problem I started to have around 60~ hours so still a lot of variety before you hit a wall)

    • @distractionmakers
      @distractionmakers  9 หลายเดือนก่อน

      Totally agree.

    • @littlecurrybread
      @littlecurrybread 8 หลายเดือนก่อน +1

      said it better than I could

    • @TMThesaurus
      @TMThesaurus 7 หลายเดือนก่อน +3

      On the other hand, the reliance on procedural generation is why I find the vast majority of roguelikes to be incredibly repetitive. It's like shuffling a deck of playing cards. There's effectively a limitless number of possible sequences, but most of the time, the difference between any given sequence is trivial.

    • @littlecurrybread
      @littlecurrybread 7 หลายเดือนก่อน

      @@TMThesaurus very true