![]() ![]() ![]() Originally posted by The Fourth Shoemaker on the left:Discovery & learning are also two major factors of Roguelites/Roguelikes not holding the players hand & letting them find out for themselves whats good & whats bad. However, that means that when a player is faced with a choice it needs to be a meaningful one, one where they have enough information to meaningfully distinguish between their options, and when it comes to items that requires them to know what those items do. And after a certain point, that's the state you need to be in, because roguelikes are premised on the idea that when a player fails it's their fault and making better decisions or playing with more skill would have allowed them to succeed. The thing is, the "benefit" or the work around I suspect most people will use both serve the same purpose: They bring you back to the state you'd naturally be in if the game just defaulted to telling you what the items do. The rest just put up with not knowing what most of the items do or they use a wiki. What you're describing isn't really a benefit, it's just something that can kind-of, sort-of, happen for some people over the course of playing this type of game. Just because something's intentional doesn't mean it's a good idea. I mostly choose my items based on what I fancy at the moment. Out of the 10+ hours I've put into it, the only thing I remember is that grenades go boom. It's a benefit because you eventually learn what each item does though a TON of runs. The whole "no description" thing is intentional. Originally posted by #root:There is an item in the game that lets you see what each item does. ![]()
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