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Easy to miss deterministic enemy effects (e.g.Misclicks, which are particularly common with overcrowded 7 monster rooms.Yes, a lack of undo in Monster Train is quite frustrating in at least three cases. As a consequence, I’ve thought about this subject a bunch both offline, and while playing Monster Train. Which I think is not the case, even if Tom Francis clearly knows orders of magnitude more about game design than I do. So to put my cards on the table… :) I’m doodling around with a deckbuilder design where undo is a core feature, inspired by a recent Crate & Crowbar podcast episode where they confidently made the assertion that it would be trivial to retrofit undo to Slay the Spire. I think we’re digging into some really deeper questions here about player motivation and (I have to say) some of the arrogance of modern game design surrounding it. Failure here is generally written over a handful of turns rather than a single bad one - with the notable exception of those times I cack-handedly drop my main damage dealer unit into the wrong spot. Ultimately, I just don’t agree that undo turn for this specific case will ever really bear much fruit in any consistent sense that would effectively undermine a player’s enjoyment.
DROPPY PRIMARY GAMES PLUS
Plus you can certainly build an effective deck which shuns random effect cards and artifacts entirely. I also still feel there’s just less randomness here as a general rule overall in MT once your monsters are down they’re pretty much constants, for example. I also think the severity of a random roll not doing what you want is also smaller overall - consider that there’s no ‘chance to hit’ going on, though, yes, things may hit the ‘wrong’ target. For example, your range of choices in a single turn here is magnitudes smaller than one in, say, XCOM. So, regarding ‘pre-determined diceroll’ mechanic yeah, I know that it’s still possible to work around these, but I think you’re missing a couple of key factors here by broadening the scope to other games. I’d have no issue with the game gently nudging you that perhaps you should/shouldn’t play it in a certain way - so long as you get the choice. I just wish more games did a better job of catering to both. In all honestly, I blame achievements (or at least the mentality behind/resulting from them) for this.Īll I can say is I’ve found fun in the farthest reaches of both ends of the scale in question here ultra-challenging-one-false-move-and-you’re-toast stressfests vs cheesy zero-skill-giggling-godmode-killathons. I just find that games have increasingly gone out their way to shackle you into doing things the way a particular designer wants - and I’m not talking about moment-to-moment gameplay decisions here. This isn’t to say that gamers can’t be their own worst enemies if they lack the ability to critically evaluate themselves and what they actually find fun, nor that there isn’t a technical cost to be paid for giving them a totally customizable experience here, either.