to me it does feel like deepwoken just had permadeath thrown on 5 minutes before release because it contributes like nothing, feels like the game could have been perfectly fine without it and overall just makes the game worse. It doesn’t matter how early on the game was planned to have permadeath, that doesn’t change how little permadeath worked as an addition to the game
yeah it only feels like its only there to say theres stakes to death
the pass down system and echo systems both feel shallow and could be improved drastically
this is a random idea, but i think itd be cool if when one of your characters has ally-hero rep with a faction before they wipe, the next character on that slot will have addition dialogue with that faction’s npcs that talk about how renowned their previous character was, mourning them, etc. same thing but reverse for hunted-villain rep
it wouldnt improve the gameplay with permadeath but i think itd be cool
im just gonna say my biggest gripes on permadeath (namely in games like deepwoken): it punishes exploration and makes it near-impossible to get attached to my character
punishes exploration because if you go to the wrong area, you die and lose everything. “oh but it increases the risk-” IT JUST MEANS I GOTTA PULL UP THE WIKI BEFORE GOING LITERALLY ANYWHERE. THATS IT. AND I HATE THAT. take like. pilgrammed. say im a new player and i wander into the northern maze and die. i just go “alright, don’t go there just yet” and come back later. permadeath game? my thought is “there goes like. minimum 40 minutes of my life to nothing.” and then pull up the wiki on the area because i learned nothing while there.
nd for character attachment: i like playing as characters! i dont know why theyre consistently pirates, but i like BEING a character rather than just. myself. getting attached is kinda hard when that character can just stop existing because of someone else. like in pilgrammed (huh i wonder what my favourite game is) ive gotten attached enough to my guy that ive kinda made him his own thing outside of the game.
My understanding of the HOURs steam release is that its actually going to be a boss rush against the hosts that we know.
Atleast that’s what I’ve heard in passing.
Anyways, back on topic atleast a little.
I actually, for all the shit I give lineage games, enjoy roguelikes.
They’re short, fun, and have very little downtime.
If I die, there really isn’t much consequence.
I get better at the game and earn progression resources.
A full complete run typically takes about an hour, usually less, and failed runs take so little time that I can comfortably count it in minutes.
Peak game design is when you lose and you’re still smiling because even losing was fun.
That is what roguelikes need to succeed.
A roguelike would be closer to Dead Cells and Noita in which your equipment depends on your world’s seed and post-game unlocks.
The line that separates many different genres of video games is thin, this is one such example in which things can easily be mistakened for another.