q 3 wrote:Just a thought, since the devs have said they like "death" itself (so morbid ), what if instead of a warning before you die, you got a chance to undo your last action after you die? Like in an interactive fiction game, the score screen gives you the option to (E)xit, (R)estart, or (U)ndo. Seems like that would retain just about all of the benefits of player death, while still assuaging the frustration of someone who died for a reason mostly or entirely outside their control. It would also work very well with a "Flawless" badge for victories that did not require an undo. (It would probably need to be disabled if you had a % dodge, though.)
Weltall Zero wrote:I just registered on the forums to post on this topic. This is how strongly I feel about it.
I love this game: I've been addicted to it since I discovered it a few days ago. You've done an amazing job and everything feels perfectly balanced. However...
Frankly, I don't know how anyone can make an argument for accidental deaths because of an interface quirk and keep a straight face. My mouse buttons are quite sensitive and have a tendency to double-click; I play my games having to choose between having the constant tension that my mouse will kill me, or playing with excruciatingly slow, deliberate mouse clicks for everything. This has already happened a few times, plus another time where I clicked the wrong tile. I fail to see how the constant threat of this, nothing you have any control about, adds anything to a game about strategy and planning; if anything, it's extremely distracting, not to mention hugely frustrating when it does happen. What the poster about said hits the nail on the head: an engaging game makes you feel like your losses are due to a mistake you made, a mistake you won't make in the future. That's what FTL does; that's what Spelunky does. What exactly am I learning when my mouse kills me again? What is added by having to fight an unfriendly interface that does exactly the opposite of what I want? This is very literally the definition of fake difficulty; there is zero intellectual or gameplay challenge in dying because of this.
Inevitably, this happened again today. Your theory that people misclicking are immediately engaged seems not to apply to me at least, since I'm here, not replaying the dungeon. I was having lots of fun, until the interface decided my run was over. Well, thanks a lot, interface; I'm done for today.
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