@KryyssX again, depends on the game genre, do we talk now about roguelites right now or in a more general direction? Roguelites are known for letting player replay a level/region/map multiple times but acquire rewards/power ups after every run
@relicfall Ok, but if I'm reading you right, then you're not seeing a connection between a progression system and a game with levels. But there is a direct link.
When players say a game "doesn't respect their time," they mean the time invested isn't rewarding enough.
@relicfall Rogue-likes aren't about the environments though, its about experimenting with character builds, adapting to RNG and hoping for that "jackpot" run where you get just get the perfect mix of synergies. They're skinner boxes; nothing more, nothing less.
@KryyssX i gotchu, it really depends, in roguelite you want players to replay levels but also you want to reward every playtrough, in form of skill points in my case for example or/and items as meta progression
@relicfall ... what I failed to understand is that variety & pacing are of vital importance. Replaying a level even once to complete the quests is poor design. Since MAMN is based upon ZAMN, I should have kept levels as ~5 min sessions so progression was meaningful.
youtu.be/qJTbaLVZZqM
@relicfall ...when each upgrade has so little impact upon the gameplay, that progression feels like a thankless grind.
The number 1 priority in #gamedev is fun and not to make the mistake of thinking that a game must be lengthy to be fun. (as I did years ago)