For me, if I ever hear "card-based" or "soulslike" I have absolutely no desire to play a game, no matter how many people reccomend it.
I'm also not a huge fan of modern "roguelikes" but I've sunk days into nethack and games like that.
For me, if I ever hear "card-based" or "soulslike" I have absolutely no desire to play a game, no matter how many people reccomend it.
I'm also not a huge fan of modern "roguelikes" but I've sunk days into nethack and games like that.
"Procedural generation"
Gaze upon my vast array of extremely similar structures/landscapes, this totally won't turn exploring the world into a boring chore.
Procgen was fine for the most part until people started using "chunks" to basically just recreate very similar maps with just repeating sections from other maps.
The flipside to this is emergent storytelling. Put that as a descriptor together with proc gen and I am sold.
Have you played Shadows of Doubt? It generates a random city full of NPCs that have jobs, acquaintances, and a home (if they aren't homeless). Then the game picks one and forces them to murder someone else. You're tasked with finding who did it and how, and along the way emergent storytelling happens with what you discover and what you had to do to get the evidence and the culprit.
Played it when it first launched and it was really, really good, if a bit buggy and unoptimised. Content releases leave something to be desired imo, from what I have seen. Haven't played it again since release.
No I haven't, I've heard of it, it does look pretty cool
Fully recommend, honestly. Been in my favourite indie games in recent years.
I managed to miss that in my comment. I hate procedural generation in the vast majority of cases.