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In good roguelikes it is you against the dungeon; the creatures terrain and items all interact to make a much more interesting problem.
Thematically I would prefer an indifferent dungeon rather than a hostile one. I can envision an enjoyable game where it is not you against the dungeon, but rather the dungeon as a system that you manipulate, giving aiding some parts and fighting against other parts.
Illustration
If there was a territorial dragon that built it's lair on top of the down stairs and I needed to get past it.
- The dragon is surviving by eating salamanders and fireweed fruit.
- Because the grass growing on the floor ignites when it is mature and dry it greatly increases the danger of the dragon's fire.
- Fireweeds sprout more quickly than any other plant but are out competed unless there is periodic disturbance.
- salamanders are produced by burning and do not reproduce but eat bugs.
My choices are starve it distract it or fight it.
- I could build walls or ponds to reduce the grassed land to the point that the dragon starves.
- I could try to establish a less flammable plant than grass to outcompete the fireweed and starve the dragon.
- I could bring in monkeys to steal some of the dragon's treasure so that it prioritizes chasing them over chasing me.
- I could release some cows and hope that the dragon is busy across the level eating them when I go for it's lair.
- or I could try to fight it.
The danger is that this kind of play would get too tedious when you see a solution but it takes too long to implement or relies on too much trivia for you to see.