• Benjaben@lemmy.world
    link
    fedilink
    arrow-up
    0
    ·
    2 months ago

    A good rogue like is a super complex puzzle with randomness thrown in! Completely see the similarity.

    Only RL I went hard for was DCSS for some reason, and it’s hard to estimate how much time I put into that over the years. At least as much as other heavily played AAA or MMO type games for me. What about you?

    • Ephera@lemmy.ml
      link
      fedilink
      arrow-up
      0
      ·
      2 months ago

      Ehm, well, I may or may not be moderator of a DCSS community here on Lemmy. 😅

      Yeah, I decided to write “roguelikes” up there, but 99% of my roguelike time, I’ve also spent in DCSS. It being more puzzley than many of the more recent roguelikes has certainly played a role…

      • Benjaben@lemmy.world
        link
        fedilink
        arrow-up
        0
        ·
        2 months ago

        Oh snap! Haha well, musta been something I sensed in your comment. DCSS sure feels like an extra fun puzzle to me. Cheers!

      • Benjaben@lemmy.world
        link
        fedilink
        arrow-up
        0
        ·
        2 months ago

        It’s a puzzle in the sense that you have a constrained number of options, both in a given combat scenario and in the general sense of building your character and attacking the dungeon. And usually all those options have some tradeoffs, beyond just the opportunity cost. Skill (and creativity! one of my favorite elements!!) of the player make the difference between a doomed run and a cakewalk. Careful marshaling of resources, knowing when it’s time to spend something rare or take a gamble. Knowing what late game change might solve the weaknesses your character has and help achieve specific goals, knowing what would be folly.

        Lot to learn, and then deploy in fun and creative ways. And challenging. Loss is the teacher, lol. So good!