![]() Having no Choice Glimpses to know if an item is worth working towards.Having a limited pool of loot for hours.I considered the alternative, of course: holding these items back entirely until they’re unlocked. So the shop-unlock reward was never as strong an incentive as I’d like. I’m very happy with the items themselves, and how they support new playstyles, but you can find any and all of them from the start, as random loot. In Heat Sig, doing missions gradually lets you ‘liberate’ space stations, and liberating stations permanently unlocks new items in the shops. In a roguelike context, I’m using ‘progression’ to mean anything persistent you unlock or earn – how the outcome of one life can potentially affect those that come after. Starting with this because I think VB absolutely aced it and HS did not. ![]() I designed a top-down roguelike about boarding randomly generated spaceships, so it’s interesting to see how the two games tackled the same issues differently, and how well their solutions worked out! I picked three: Void Bastards is a roguelike first-person shooter about boarding randomly generated spaceships. ![]() What’s there all still makes sense to me though, so I’m just gonna make it about the 3 things I did cover and throw it out there: Note: this was written around the time Void Bastards was released, but languished in my Drafts for years because I’d planned to make it longer. Void Bastards Vs Heat Signature: A Completely Objective Analysis ![]()
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