Trying to revisit games I enjoyed as a kid, I just realized something I liked about "Might & Magic" (the dungeon crawlers, not the turn-based strategies). They had a ton of enemy types in them, and each type had always the same stats. Even though you couldn't see the stats without using a special action, the game allowed planning ahead. The occasional frustrations I remember came from this deal being broken e.g. when a much stronger enemy type was unexpectedly present in a low-level area.
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Jacek Wesołowski (jzillw@mastodon.gamedev.place)'s status on Monday, 18-Nov-2024 03:33:00 JST Jacek Wesołowski -
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Jacek Wesołowski (jzillw@mastodon.gamedev.place)'s status on Monday, 18-Nov-2024 03:36:42 JST Jacek Wesołowski Today I bought one of the relatively recent "retro-style" rogue-lite dungeon crawlers, because, you know, research, and it put me off instantly when the exact same looking enemy suddenly turned out to have approximately three times as much HP as it did last time I saw them. Roguelikes rely a lot on randomness and making them "plannable" is one of the more reliable ways to make them feel less unfair.
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