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Traditional Roguelikes (Turn Based) / Re: Designing Meaningful Choices in Roguelikes – How Do You Approach It?
« on: May 07, 2025, 10:34:10 AM »
Math somewhat inescapable given the core that is programming, but emphasis on it above all else tempts closer to just messing about on spreadsheets and whatnot. Outside of projects that lean in Interestingly...like Hydra Slayer and such.