But what's the point of giving them a choice on what easening factors to choose? It's overcomplicating things for newer players. Just make an easy mode if there is a need for that.
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I see what needs one would want to address with this, but doing something along the lines of anti-challenges isn't the viable solution for me. If you are seeking to make the game more accessible to people who learn slower, it'd be better to make an easier difficulty and absolutely not lock it after a normal game. Other than that, one should realise why challenges are not just a harder difficulty: they add new problems that you need to include in your playstyle. Increasing armour stats doesn't really do that. Neither does making bosses easier. Seeds are popular because they give people a powerful set of specific tools. In the game, that is mostly done with - surprise surprise -classes, and now - trinkets. Maybe there could be a feature that'd allow you to try some specific enchantment or whatever, but I don't feel like there is really such an urgent need for it since seed seekers are there. Unless you want to allow people to try new additions to the game so that they can give more feedback on them and see what has changed.
Thanks for these! I have read the in-game dev commentary on the new level gen, but didn't know you were posting blogs back in 2017.
I think these are intended bridge-like constructs. I have seen some with void in prisons if I aren't mistaken.
Self-replying... I miss a bit the old level gen? Not saying it was better, just very different to play with. Instead of a single loop with branches you had just a random net/maze. But with stuff like the gnolls' cave quests introducing non-linear floors, who knows what Evan will cook up?
First of all, what version are you playing? Shattered, yapd, vanilla, something else? Many of the comments seem to assume you play shattered.