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just had my second proper session of Loot Rascals and the design has definitely caught in that proper roguelike way
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that moment when you realize you wouldn't be in danger if you hadn't been quite so blithe just before you realized you were in danger
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@smestorp i see your fav! this is exactly the thing i associate most clearly with your games
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when you get an item and you're like "ohh... this previously overly constrained situation has _this_ solution, too, i see"
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you don't care the first time you read the "exact combat maths" panel, but when you go back to study it for the second time...