![]() Epilogues for example deliver huge bonuses when you complete them for the first time. You should be able to get most of the important upgrades very early on in Roguebook. The very top of the tree is front-loaded with very powerful upgrades. The other purpose of meta progression of course is much more traditional, For those that have a lot of difficulty completing their runs, we try to lower a helping hand early on. Ideally, after a few runs the player has begun to collect most of these more complex mechanics. We think Roguebook can be a fairly complicated game, so we want to slowly onboard new players to what can be seen as more difficult concepts like the Alchemist, Faeria Wells, treasures on the map, replacing starter deck cards, etc. One important purpose behind our meta progression system is to remove some of the complexity from the world map in the player's very first run. ![]() That said, it doesn't mean it isn't difficult. It was regularly accomplished in testing, and we've seen a bunch of players do it since release - which is reassuring. Meaning: You can pick up the game, play it, and defeat chapter 3 without ever losing once. (Not saying our design is the correct one, but I'll just clarify what our intentions are:)įirst of all, it is completely intentional that a player's very first run is completable without any meta progression whatsoever. I realize it's a bit of a sensitive topic and players have different opinions on how it should be handled in roguelikes / roguelites. I want to make sure the design intention of our meta progression is clear. Just wanted to make an all-encompassing post about this as I've seen some comments scattered here and there about it.
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