Too Much Rogue-like Design or Avoiding the Perfect Run
Whenever I play Dungeon of the Endless, my mood swings between enjoyment and annoyance at the game design and hardcore rogue-like elements. Great rogue-likes are supposed to be tough games but there is a problem when they are too hard and when the game is less about the player’s control but instead dealing with the … Continue reading Too Much Rogue-like Design or Avoiding the Perfect Run
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