The funnest part is that the politics haven't exactly been subtle before this. The villain is your greedy landlord and you get help from a communist who runs a mutual aid group. If you haven't checked this game out I can't recommend it enough.

Kind of a 50/50 split between games and theDunkTank but it's past time we got a lbl appreciation post

    • Elecdim00 [he/him]
      hexagon
      ·
      3 years ago

      It's been getting some good updates as well as levels that introduce new challenges. Balance wise it's definitely been improved. The overpowered synergies are still there, but it takes more grinding to get them. Of course this means there's a lot of RNG in getting a good run but that kinda comes with the territory I suppose.

    • FunkyStuff [he/him]
      ·
      3 years ago

      Haven't played the game but I play a lot of roguelikes and generally the opportunity for certain unlikely combos to catapult a run into hall of fame level is what keeps me playing. I think balancing a roguelike should be more about making sure you have to TRY to get a broken run rather than making sure broken runs can't happen, because a roguelike where every run has about the same power level but different colors is almost always a boring game.

        • FunkyStuff [he/him]
          ·
          edit-2
          3 years ago

          Ah ok ok. I watched Northernlion play it and his broken flower build worked because of exponential scaling. Did they balance it so other builds can scale exponentially too or just rebalanced the whole game so you'd be fine with additive scaling?

            • FunkyStuff [he/him]
              ·
              3 years ago

              Yeah I saw the rerolls and removals. Those seem pretty interesting for taking a more adaptive playstyle, it's similar to how other modern roguelikes work where rerolling and removing items are the tools the player is given to control their situation. Hades, Noita, Isaac, and other roguelikes have a similar approach where your knowledge of the game and knowing which items are better and worse than average (or more importantly in which situations they stand out) can inform your decisions which will lead to better play once you're familiar with the game. It's a cool way to do game design.