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<\-- from q1 · 1770165574266.0 reply

been thinking about games where you "practice" as much as you want but "perform" once. a few years ago i saw a cool fighting game roguelike that had this as their main gimmick and it's such a sick concept. daily games are kind of like this, where you only have one chance to get the daily score, but lacks the practice

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--/> from rp0 · 1770484785028.0 reply

This is a cool thought. I have been replaying Dustforce lately and it's interesting how "practice" becomes "performance" the moment you clear certain early execution barriers. the goal of the game is to clear all the dust without dying and while there are checkpoints, you don't get that award for using checkpoints so you just need to do it in one go once your happy enough. It's still a bit too seamless but I think this would do great in bringing back the tension in roguelikes... it's so typical to bring down execution requirements low enough that you can learn in the moment but if you let the player to practice all they want and then require them to do a "real" run, well that'd set my heartrate right up