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	<title>Comments on: Thoughts: Crypt of the Necrodancer</title>
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	<link>https://scientificgamer.com/thoughts-crypt-of-the-necrodancer/</link>
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		<title>By: Rob</title>
		<link>https://scientificgamer.com/thoughts-crypt-of-the-necrodancer/#comment-23718</link>
		<dc:creator><![CDATA[Rob]]></dc:creator>
		<pubDate>Thu, 21 May 2015 12:48:01 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4476#comment-23718</guid>
		<description><![CDATA[&quot;but after spending ten hours with it it does seem like getting good enough to do that would require a significantly larger time investment than most comparable games.&quot;

10 hours is basically nothing.  There&#039;s a very noticeable difference in skill between people that have 500 hours in the game and 1000 hours in the game, but consistency starts to happen at 50-100 hours depending on skill.  

&quot;it doesn’t have Dredmor’s class system or Spelunky’s secret shop that guarantee at least a chance of making it to the end of the game.&quot;

Again, the reason you&#039;re inconsistent isn&#039;t because the game is random, it&#039;s because you have 10 hours in it.]]></description>
		<content:encoded><![CDATA[<p>&#8220;but after spending ten hours with it it does seem like getting good enough to do that would require a significantly larger time investment than most comparable games.&#8221;</p>
<p>10 hours is basically nothing.  There&#8217;s a very noticeable difference in skill between people that have 500 hours in the game and 1000 hours in the game, but consistency starts to happen at 50-100 hours depending on skill.  </p>
<p>&#8220;it doesn’t have Dredmor’s class system or Spelunky’s secret shop that guarantee at least a chance of making it to the end of the game.&#8221;</p>
<p>Again, the reason you&#8217;re inconsistent isn&#8217;t because the game is random, it&#8217;s because you have 10 hours in it.</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-crypt-of-the-necrodancer/#comment-23618</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Sun, 03 May 2015 07:58:08 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4476#comment-23618</guid>
		<description><![CDATA[The crafting in Dredmor is pretty bad, yes (and only got worse in the expansions) but I don&#039;t understand complaints about it being unbalanced. All roguelikes are unbalanced. That&#039;s the *point*; finding the jetpack in Spelunky or Werewindle in zAngband wouldn&#039;t be such a game-changer if they weren&#039;t ridiculously powerful. Dredmor at least lets you control those variables a little with its class system.

And for what its worth, Necrodancer strikes me as, if not perfectly balanced, then interestingly balanced. The most powerful items also have drawbacks, like the shades that give +1 to damage but turn all the monsters into silhouettes or the boots that do damage to monsters as you walk around but which damage *you* the first time you put them on. The only truly game-breaking items in there are the crossbows.

(Sorry it&#039;s taken me a while to reply, I&#039;ve been distracted somewhat recently.)]]></description>
		<content:encoded><![CDATA[<p>The crafting in Dredmor is pretty bad, yes (and only got worse in the expansions) but I don&#8217;t understand complaints about it being unbalanced. All roguelikes are unbalanced. That&#8217;s the *point*; finding the jetpack in Spelunky or Werewindle in zAngband wouldn&#8217;t be such a game-changer if they weren&#8217;t ridiculously powerful. Dredmor at least lets you control those variables a little with its class system.</p>
<p>And for what its worth, Necrodancer strikes me as, if not perfectly balanced, then interestingly balanced. The most powerful items also have drawbacks, like the shades that give +1 to damage but turn all the monsters into silhouettes or the boots that do damage to monsters as you walk around but which damage *you* the first time you put them on. The only truly game-breaking items in there are the crossbows.</p>
<p>(Sorry it&#8217;s taken me a while to reply, I&#8217;ve been distracted somewhat recently.)</p>
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		<title>By: Aleksei Volchok</title>
		<link>https://scientificgamer.com/thoughts-crypt-of-the-necrodancer/#comment-23594</link>
		<dc:creator><![CDATA[Aleksei Volchok]]></dc:creator>
		<pubDate>Tue, 28 Apr 2015 13:21:46 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4476#comment-23594</guid>
		<description><![CDATA[Ok, I&#039;ve went and bought the game.

I don&#039;t understand your praise of Dredmor. I see humor, yes, and it&#039;s true roguelike unlike all those roguelikelikes young people are playing. But it has huge technical problems and it&#039;s horribly unbalanced. And this freaking crafting is just maddening.]]></description>
		<content:encoded><![CDATA[<p>Ok, I&#8217;ve went and bought the game.</p>
<p>I don&#8217;t understand your praise of Dredmor. I see humor, yes, and it&#8217;s true roguelike unlike all those roguelikelikes young people are playing. But it has huge technical problems and it&#8217;s horribly unbalanced. And this freaking crafting is just maddening.</p>
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