A Deathless Roguelike - Jack Turps
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A Deathless Roguelike - Jack Turps
> In Love Me Not you are a flower that climbs out of a cave. The cave has been cursed by a witch, so the level is regenerated above you whenever you fall. > > This is similar to the procedurally generated levels in infinite runners like Doodle Jump, except that instead of erasing the entire level on a failure, Love Me Not only erases the most recent sections. This style of level generation is novel to me. For the purposes of this post I’ll call it spool generation. > I often simplify a player’s time with a game into a “novice period” and an “expert period”. These are usually characterised by different goals. In Love Me Not a novice’s objective is to escape the cave by any means necessary, while an expert’s objective is to escape the cave as fast as possible. > Spool generation had some natural effects on the novice period: > [expert period] I wanted to find a scoring system that could bring spool generation back into the decision space of an expert player.
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