| ▲ | chaps a day ago | |
I play roguelikes tons and agree with the article's analysis. A lot of these games feel like the "game loop" only exists as a project management tool to refine the game's release rather than to refine enjoyment. It's made so much worse with games that are in early development where EA feels like just a refinement of the loop rather than refinement of enjoyment . It's hard to explain, but it feels like a symptom of loop focus over gameplay is that the game peaks suddenly and hard but expects you to keep going. A game that illustrates how to break past that point is noita -- there's definitely a gameplay loop.. but it's made in a way where the loop is eventually recognizable as not actually the full game. It then goes from being a gameplay loop to a stream of play that doesn't need to loop on itself. Really, I wish game devs, both indie and otherwise, would try to break out of these loops more readily. | ||
| ▲ | card_zero a day ago | parent [-] | |
[dead] | ||