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Review: Dungeons of Dredmor

Game: Dungeons of Dredmor
Recommended price: $10 (with DLC)
Metacritic Score: 79
Completion Time: 28 hours
Buy If You Like: Roguelikes, Turn-ish-Based RPGs, Indie Humor

Open door, immediately confronted with this.

Open door, immediately confronted with this.

Dungeons of Dredmor (DoD) is an indie roguelike RPG wrapped in a fluffy layer of humor and genre in-jokes. The goal is simple: navigate your way to the bottom floor of the dungeon and kill Dredmor. Along the way, you will explore rooms, evade traps (a LOT of traps), kill monsters, loot treasure, and level up.

The core of DoD is its extremely interesting combat/exploration system. Essentially, everything is turn-based: for every step or action you take, all enemies make one too. These “turns” occur instantaneously, so you are never waiting on some action on the part of the AI, which makes the action go as fast or slow as you want. This ends up feeling rather amazing, as it avoids the “spacebar fatigue” that accompanies other tactical games. This system ends up putting a premium on actions though, and it’s quite easy to get surrounded and murdered if you’re not careful.

The statistics part of DoD is intentionally obtuse – your six base stats affect 18+ other stats – but the “joke” belies a pretty robust equipment and talent system. When you first roll your character, you can choose seven different categories of talents, which either grant new abilities or a direct increase in stats as you spend skill points. For example, taking the Swords talent will let you get new abilities (not all of which require a sword), and perhaps some bonuses for using swords. There is a pretty huge number of talents though, and it’s entirely possible to pick a combination that simply won’t work. On the other hand, you could pick 6 warrior-ish talents and then grab the one that let’s you shoot fireballs. Armor generally decreases your magic ability, but it’s possible to either craft or come across armor that hurts it less.

Never been closer to the edge...

Never been closer to the edge…

DoD is definitely a roguelike (although you can turn off permadeath at character creation) and thus contains certain abilities/scenarios in which you are likely to die pretty quickly, if not arbitrarily. This is… dangerous, for lack of a better word, in a game where you can spend 22 hours on a single character exploring every room of each level (which you may want to do to stay ahead of the curve). Indeed, in the titular Dredmor encounter, I about died within three moves before I “cheesed” the rest of the encounter via judicious use of invisible mushrooms and the all-powerful ability to close doors.

At the end of the day, I spent 28 hours in Dungeons of Dredmor and could see myself replaying it again with another character setup, or perhaps after picking up the two DLC. It’s a fun game, perhaps a more cerebral version of Binding of Isaac, but where Binding of Isaac and FTL come out ahead is giving more focused gameplay with their permadeath. Had I lost my 20+ hour character, I probably would have quit altogether right there. Luckily for me, I didn’t, but I’d be lying if I said I did not make three backup copies of my savegame. So if this game sounds fun to you, I recommend turning off permadeath until you wrap your mind around the game’s many idiosyncrasies.

Familiarity Breeds Contempt

I think I’m done with Don’t Starve. For real this time.

Oh, hey, that's cool. Just spawn a fucking hunting party right at my resurrection stone.

Oh, hey, that’s cool. Just spawn a fucking hunting party right at my resurrection stone.

Thrush’s comment from yesterday sort of gave shape to the amorphous feeling in my mind:

I hate doing things twice. If I go for a walk I go in a loop because I don’t want to see the same scenery twice (weird I know). […] I just can’t get into the roguelike genre for this reason. Once I’ve done 2 hours of work, I don’t want to start from scratch again.

That’s what I was getting at yesterday, even though I couldn’t nail the words down. While my displeasure at what amounts to recycled content is not quite as “extreme” – I have/had plenty of alts in WoW – each subsequent Don’t Starve Adventure Mode attempt generated more bile than the last. It is not about the dying; each death was a novel experience I learned from and won’t happen again. It is not even about the lost progress, really. No, what really pushed me over the edge was the rote, mechanical early game.

Wake up, grab Diving Rod, and then spend the next hour of game time picking shit up off the ground, desperately trying to find a piece of gold ore to build a Science Machine to unlock basic items like the Spear, backpack, and Crock Pot. Subsequent worlds in Adventure Mode are almost always different though, because you retain knowledge of past schematics and are able to bring in four items (and stacks thereof) from before. You might not be able to bring a backpack with you, but you’ll be able to whip one right up after gathering some grass and sticks.

If it’s your first world… well, better start praying for gold.

So, basically, I’m fine with permadeath and roguelikes if they don’t ask you to do the same shit in the same sequence with no possible variation every goddamn time. Or if they do, at least minimize the time spent in what amounts to an unskippable tutorial.

I did start a new Survival Mode map with a different character in the hopes that a new set of pros/cons would liven things up a bit. Then I realized that even a custom map with abundant food and no enemies would require hours (!) of otherwise meaningless exploration trying to find Maxwell’s Door before I could even start again. While I appreciate the commitment to the game’s harsh internal logic, I no longer have time for this shit. By which I mean I’m bored.

Time to play something else.

Roguehate

Do you know the worst part about a roguelike? You can’t even rage-quit! “Oh, I just died? Well… fine! I’ll just delete my saves and… oh.”

Last known photo of my Adventure Mode hero.

Last known photo of my Adventure Mode hero.

The roguelike genre is one I had avoided for years, rebuffed by the mere word “permadeath.” Is that supposed to be an appealing characteristic? It’s like, I don’t need to know anything more about scrotum piercing to understand, at a fundamental level, that it’s just not for me. And so I happily carried on in my non-permadeath gaming, leaving behind the empty husks of my peers who had just lost their 60+ hour Diablo 2 Hardcore characters.

The Binding of Isaac changed all that for me. And then FTL cemented it. I don’t seek out roguelikes, but it is an exotic flavor I am willing to sample now and again.

The problem I am having though, is with all these roguelikes that choose to, well, bend the (unwritten) rules. For me, it started with Dungeons of Dredmor. After dying a few times getting a feel for the game, I went full optimize-the-fun-out-of-the-game mode. Explored every floor, room by room, while collecting and refining every resource. It was pretty clear that I had vaulted over the difficulty curve and would be coasting my way to the very end. That’s the point of permadeath though, right? To encourage conservative play?

Regardless of the answer to that question, the fact remains that I was on hour 22 of my roguelike save. To me, that is starting to border on obscene. I feel like the roguelike structure works perfectly for games that can conceivably be won within a few hours or a single (marathon) session. Anything longer is simply suspect – what useful purpose does permadeath serve then? I have 52 hours /played on FTL and 27 hours on Binding of Isaac, both of which can be finished within 2-3 hours. Permadeath in this scenario, and procedurally-generated encounters generally, thus increase the play-time of an otherwise short game. But if you are already spending 20+ hours on a single life only to die in some asinine way… well, what’s the point of trying again?

If you can’t tell, I’m writing this post because I’m pissed at dying in Don’t Starve. I made it all the way to the final world in Adventure Mode, which I could not even start until I found the doorway on Day 30+ in Survival Mode. You have no idea how close to the end I was. I had collected all four Things and was on my way to the Wooden Thing to assemble them. The last world is exceedingly harsh though, and my sanity was leaking out at a precipitous rate (it didn’t help that I was traversing a swamp). I stopped to pick a Blue Mushroom in the hopes of regaining just enough sanity to push me over the finish line.

Alas, a tentacle I couldn’t even see spawned and spanked me twice. Dead. I resurrected at my Meat Effigy in total darkness, and was one-shot a few seconds later. Dead again. Spawned back at the Adventure Door portal, and would have to go through everything all over again.

…except I don’t think I am. I have 35 hours into Don’t Starve, and was relishing the thought of being “done” with the game once Adventure Mode was beaten. “Done” in the sense of achieving sufficient mental satisfaction to allow me to move on to another game. Now? I just feel so goddamn empty. Dying to the last boss in Binding of Isaac feels terrible, but you are only really out an hour or so. Same with FTL. With Don’t Starve, I just saw 7-10 hours of my life evaporate into the ether. While that is technically how all leisurely pursuits end, I don’t usually end a gaming session feeling, well, like an empty husk.

It’s not really Don’t Starve’s fault – if the game were easier, even a tiny bit, it wouldn’t be the same game on a fundamental level. I like that a harsh game like this exists, as it pushes you into uncomfortable scenarios in which inaction is punished. I just don’t know if I want to be playing “long-form” roguelikes like this anymore. Permadeath is fine in the proper contexts, and said context is always in short games, IMO. Putting roguelike qualities into a game that simultaneously demands X amount of investment just strikes me as cruel and unusual. Some people like that sort of thing, sure. But I doubt that the end reward for our valiant efforts will be sweet enough to cover the acrid, bitter bile that is seeing so many hours go up in smoke.

Fake Edit: I tried again anyway. Died a few times, tried some more. Got the insanely difficult “forever winter” stage as my first level, but persisted anyway. Somehow made it even farther. Got to the 4th stage, and was feeling pretty good about myself. Run into a field of killer bees looking for a Thing, and died. Now at 48 hours /played. FML.

Winter is… oh crap

The night after the prior post, I made it to my first Don’t Starve winter.

The snow birds should have been a sign I was getting close, but they were a warning left unheeded as I wasted several days gathering the materials to build a bee box (for harvesting honey, of course). Bees don’t come out in winter though, and my crops were thinning out. Moves needed made.

Having found and “killed” a lureplant, I decided that I needed to set it up in a more tactically advantageous way. A lureplant is essentially a fleshy bulb plant surrounded by a field of eyeball plants with teeth. Par for the course in a game where Nightmare Fuel is a literal item needed to craft magic items. The surrounding eyeball plants can’t grow on rocky terrain though, so you can build a safe walkway to the bulb and harvest the meat and other materials that the eyeballs “eat.” The problem is that this world randomly has an incredible lack of rocks.

But, dammit, winter is coming.

Bad news all around.

Artist’s rendition.

I made the ~1.5 day trek out to the one location I knew had rocks, while nervously glancing at the freezing ice starting to cover my screen. Torches do nothing to assuage my growing frostbite, so I periodically set fire to bushes and trees near the road. Once I get to the rocks, I realize that I can’t actually dig up the terrain here – the difference must be rock vs rocky. What does “rocky” look like? Oh, shit, that’s a Tallbird that is attacking my walking treasure chest! Oh… but it has left its nest undefended with its beautiful, succulent egg…

Pro tip #1: a Tallbird will one-shot you without armor.

Pro tip #2: resurrecting at a touchstone, practically naked in the dead of winter, with all your items in a pile around a Tallbird nest, is not actually all that useful. Especially when a pack of Hounds just happens to spawn not 20 seconds later.

Pro tip #3: Life is full of emptiness and disappointment and despair.

Day 1? Let's start a forest fire and jump in a wormhole.

This random forest will feel my pain.

I started another two games after that, abandoning the first when my initial 10 minute search for gold was fruitless. The second game though… hey, I might be getting somewhere. Bees? Fuck bees. I got two smoking racks, a bird cage to transform monster meat into eggs, and have 8+ traps on top of the rabbit holes in a nearby field. I’ll look to survive this first winter, erm, first before upgrading my base with bees. Maybe dig up a few more berry bushes and plant them closer, although the fish in nearby ponds are more than enough to keep me sustained.

And that’s when I found it. Maxwell’s Door. Adventure Mode, aka Challenge Mode, aka a purpose greater than mere survival.

I have a very special set of skills...

I have a very special set of skills…

I’m coming for you, Max. You thought you could leave me to die in your hellish wilderness realm? I got news for you, boy: it’s you who are trapped in here with me.

Not for long though. Not. For. Long.

My Current Obsession: Don’t Starve

As I mentioned back in my Card Hunter post, it is pretty rare that I get 100% engrossed in a given game. The all-in immersion in a game’s delicious logical systems is precisely what I desire, but gaming today is typically focused on front-loading the fun, followed by a tapering off of stimulation. So color me surprised when I found myself playing Don’t Starve until 6am again, trying (in vain) to get myself prepared for a winter I have never survived long enough to see.

It's all inevitably down-hill from here.

It’s all inevitably down-hill from here.

In a nutshell, Don’t Starve is an indie survival roguelike. You wake up, get taunted a bit by the above-pictured guy, and… that’s it. As the Steam store description states:

Uncompromising Survival & World Exploration:

No instructions. No help. No hand holding. Start with nothing and craft, hunt, research, farm and fight to survive.

They’re not kidding. Just when you think you’re getting the hang of a particular mechanic… BAM! You get stung to death by angry bees.

Not a good way to go.

Not a good way to go.

If you die, that’s it, game over; your save file is erased. Occasionally there will be a sacrificial altar-looking thing, which acts as a one-time respawn mechanic. You can even construct your own Meat Effigy, which will also respawn you once… but you will have a lower maximum HP for as long as it exists. And keep in mind that you don’t resurrect with your gear – all of your shit is piled on the ground next to the giant spider nest or murloc Merm camp or swamp filled with giant tentacles or whatever nightmare area you died in.

And that’s another thing: there’s a sanity meter too.

But, seriously, Don’t Starve is one of the most brilliant games I have played in years. While I sort of feel like it’s still in beta (there’s a countdown until the next patch on the title screen), how all the game systems already interlock is astonishing. As you might imagine from the title, getting food is important. But actually getting enough food to survive is pretty easy. The problem is that actually foraging all that food will consume a large portion of your day, leaving you little time to explore before nightfall. You can’t just hoard food either, because it spoils. Even worse, no crops grow during the winter and the ponds freeze over and you can’t eat monster meat without going insane and… you get the idea.

This is how far I walked looking for Flint, one time.

This is how far I walked looking for Flint, one time.

What I find so engaging is how I feel like I’m… juggling. You know in RTS games like Starcraft (etc) when you’re trying to micromanage some battles and having your base produce more units and sending scouts out to look for expansions? I actually dislike RTS games that are structured that way – I can do any one of them well, but not all simultaneously – but Don’t Starve somehow threads that needle. I would spend a few days making food supplies, then trek out into the wilderness looking for more of a certain resource I was lacking, foraging when I could, and trying not to get too far afield. Then come back, craft some new feature in my camp, and then get attacked by Hounds and die on Day 22.

And I’m not even mad.

Each world is procedurally-generated, which means next time I might be able to locate an even better starting location for my camp. Or maybe I’ll run across one of those random set-pieces and get a huge leg-up on survival with the ready-made supplies there. Or maybe I’ll actually find that goddamn Maxwell’s Door again and be able to play the game within a game. Oh, did I forget to mention that? The base game is a sandbox, but you can do Adventure Mode (a story-ish game mode) if you walk through Maxwell’s Door. If you die inside though, you get booted back outside into the “normal” world and it’s forever closed to you on this world. Collect four mysterious items though, and you can jump to a brand new world with another Maxwell’s Door located somewhere on it.

But let’s not get too far ahead of ourselves though, because none of us are likely to make it. As it says on the Steam page:

Randomly Generated New Worlds:

Want a new map? No problem! At any time you can generate a new living and breathing world that hates you and wants you to die.

One day, I will see the winter. And die horribly, no doubt. But seeing it will be enough. For now.

Darkwood

It is kinda true what they say about donating to Kickstarter and the like: you can’t stop at just one.

I’m stopping at two.

Meet Darkwood, a top-down survival-horror roguelike with crafting elements. It is also open-world and procedurally-generated, but I’m kinda tired of typing out that phrase. Could we maybe come up with an acronym or something? “Pro-gen” or maybe start using Minecraft as an adjective. Anyway, Darkwood is actually over on Indiegogo instead of Kickstarter, and as of two days ago it passed its $40,000 goal, by virtue of my $10 gamble no doubt.

Take a look at the video:

What caught my eye – aside from the fact you never really get a good look at the monster(s) you are fighting, or how you can’t see the light shining behind you – is when the dude laid down a bear trap, put meat on it, soaked it in gasoline, and then set a gas trail on fire to burn the trapped monster. That… is pretty clever. Plus, I’m a big fan of looting. Not the sort of mechanical action of inherent to every game ever, but the whole ransacking of an abandoned house in search of random post-apocalypse survival tools. I always find that sort of thing both compelling and mentally soothing at the same time.

Please announce Fallout 4 at E3. Please announce Fallout 4 at E3. Please announce Fallout 4 at E3.

Anyway, it’s $10 to secure your infinitely reproducible digital copy on Indiegogo. The projected release date is “mid-2014,” which is admittedly a bummer. Even if you’d rather wait for my inevitable review, do go ahead and pop open your Steam client and vote for the game on Green Light. The more of these indie games that get onto Steam, the more likely you can pick them up for 75% off later. Win-win.

XCOMed

By the time this gets posted, I will probably be done with my first play-through of XCOM: Enemy Within after ~20 hours.

Taking the advice of many others, I started out with Normal Ironman difficulty which turns the game into a sort of roguelike. While I have lost quite a few agents, the majority of them were rookie redshirts I tasked with carrying around the stun gun to take the aliens alive. A sort of morbid hazing ritual, if you will. An unfortunate few were grizzled veterans who got one-shot by new alien types before I had a chance to realize the danger. Or simply victims of poor planning when the only guy with a Medkit is the one bleeding to death. Too bad all the people standing around him cannot, you know, take the Medkit from his pocket and spray him, but I suppose knowledge of medicinal nanomachine application is only imparted at the character select screen.

I always find it interesting how I start developing relationships with the randomly generated characters though. Name, gender, nickname, nationality, and even class are all randomly determined, but you can customize some of those qualities. One stun gun redshirt managed to beat the odds and survive the bagging of two new alien species… and suddenly I am taking Chloe Dupont the saucy German Assault trooper with me everywhere. Mechanically, Chloe is indistinguishable from any of the other max-level Assault troopers, but I have had more fun ordering her watching her aggressively breach UFOs armed with a shotgun and the same stun gun she has carried since her initiation than any of the others. Just yesterday there was a rather hilarious moment when I put her on Overwatch mode, and during the enemy turn one Muton Elite turned a corner only to get an Alloy shot in the face, while a second Muton triggered her auto-reaction shot when it climbed a ladder I didn’t realize she was standing next to. It was practically a scene out of an action movie.

Other times, I sorta feel bad bringing, say, any new sniper because that entire class is cursed. “Sorry, Yoshio Saito of Japan. You’re probably going to die.” Sure enough, that is the mission when the aliens start using grenades, a redshirt bites the dust, my other redshirt panics and, in defiance of his accuracy rate for the entire goddamn mission up to this point, shoots Saito in the back of the head, killing him instantly.

Anyway, game is pretty fun thus far and the full review will need to wait until A) I finish, and possibly B) I try out Classic Ironman. The only negative I have is the slight impression that the game isn’t really all that deep for a “tactical” game. A lot of times I feel like I’m playing a turn-based Dawn of War 2, or one of those WW2 squad-based cover games. Also, the game is terrible when it comes to indicating at which locations (and elevations!) you can actually see/shoot at the aliens someone else sees before moving there. If you have already committed your game to having grid-based movement, give me grid-based weapon ranges and Line-of-Sight indicators.

XCOM is no Final Fantasy Tactics, or Tactics Ogre for that matter, but it is pretty good nevertheless.

Review: FTL: Faster Than Light

Game: FTL: Faster Than Light
Recommended price: $9.99 (full) / Bundle
Metacritic Score: 83
Completion Time: ~2.5 (or 25) hours
Buy If You Like: Harsh roguelikes, micromanaging space ships, indie games

This happened during the FIRST BATTLE in one of my playthroughs.

FTL is absolutely one of those games which, had I not forced myself to dig beneath the brutal, unforgiving crust, I would have written off as awful after the first four hours of playing. While this may have been par for the course for roguelikes, I had hitherto been spoiled by The Binding of Isaac, which not only had a more generous feeling of incremental progression, but a more direct correlation between skill and outcome. With Isaac, awesome twitch-skills is nearly enough by itself to propel you to success. With FTL, success is largely determined by how many coin-flips you win early on.

At least, it seemed that way at first.

…actually, no, coin-flips are still pretty important.

The basic premise is that you are a Federation ship with secret knowledge trying to outrun the advancing Rebel army. Each “turn” you move to an unknown point on the star map and either encounter an enemy ship, a text scenario of some sort, a Store, or possibly nothing at all. Combat takes place in real-time, although you can pause as much as you like. When attacking, you can choose specific ship systems like Weapons or Shields to disable them, or perhaps continually attack their O2 rooms to suffocate the enemy crew. Meanwhile, the enemy is doing their best to repair your damage and blow you up in turn. Some encounters can take place with environment hazards like asteroid fields, solar flares, or ion storms. Defeating enemies randomly gains you Fuel, Missiles, Drones, Scrap, or even ship components. While combat is pretty nuanced and skill-heavy, the text scenarios are the coin-flips where you either win needed materials, or lose big, without much room inbetween.

Once I realized that the game is meant to be played on Easy instead of Normal though, FTL blossomed like an origami flower. Getting more Scrap (upgrade currency) and less ridiculously-armed enemy ships granted the breathing room necessary to learn about juggling power supply, the importance of simultaneous weapon fire to pierce shields, which weapons can snatch victory from the jaws of defeat, and so on.

I also was able to get a handle on which events were riskier than others, and how many of them can be mitigated with certain ship upgrades or items. Since failing (i.e. losing the coin flip) events typically results in losing a crew member, I began to understand that outside the beginning few levels (where restarting is less painful), it just wasn’t worth the risk. But it was that precise lesson in risk management that eventually started turning every Easy run into a full clear, and then doing the same in Normal.

Blue options are always better.

At the time of this writing, I have 45 hours logged in FTL. Part of what keeps me coming back is the cohesion of the overall package, from the 16-bit graphics to 16-bit sound. A bigger part is the very randomness I despised originally. When you start the game, you have access to just a single ship. Getting 2 out of 3 ship-specific achievements will unlock a different configuration of that ship type; these alternate ships not only have different room layouts, but also different starting crew races and weapon loadouts. Entirely new ship types, each with their own alternate layouts, are further unlocked via gameplay. There are a total of 9 different ships, which means 18 different configurations.

What all of this combines into is an extremely slick, subconscious form of progression. Your games with the Engi’s drone-focused ship are going to be much different than your Rockmen’s missile-focused ship. While most ships are going to look basically the same upgrade-wise by the time you get to the final encounter – the ridiculousness of the flagship sees to that – the getting there becomes a game unto itself.

That is sort of the whole point of roguelikes, of course.

Will I make it? Spoiler Alert: Yes, because I’m awesome like that.

Ultimately, I am recommending this game at full price or Bundle price because it comes down to how much early frustration you are able to handle before giving up. You have no idea how close I was to uninstalling after I died in the screenshot at the top of the review, for example. If scenarios like that make you leery, I suggest waiting for FTL to hit Humble Bundle or Indie Royale as it inevitably will.

If, however, you are the type of person willing and able to muscle through rough first impressions to get at the delicious marrow in the bones of your enemies, buy FTL right now. Not only will you be getting a pretty ridiculous hour-per-dollar gameplay ratio (get 240 hours from a $60 game lately?), but you will be supporting one of the first indie game Kickstarter successes.

Review: The Binding of Isaac

Game: The Binding of Isaac
Recommended price: $5 (full price)
Metacritic Score: 84 (!)
Completion Time: Technically ~1 hour, or 20+ hours
Buy If You Like: Twisted, roguelike Flash games

The Binding of Isaac (hereafter Isaac) is a game that, strictly speaking, I should not enjoy. Indeed, I did not enjoy it at all the first few times I played it. But I did keep playing it, and once I sort of stumbled my way out of fifteen years of safe game design, Isaac rekindled a bit of that stubborn old-school gamer flame that propelled my younger self face-first into Battletoads hour after bloody hour.

This is what the first few hours will feel like.

Isaac plays like Smash TV from the olden days, with WASD controlling movement and the arrow keys controlling which direction you eject the streaming tears from your naked body at the merciless demons haunting your childhood nightmares. Map layouts and room contents are randomly determined each time you start the game, with the only consistency being the number of total levels, and there being Item and Boss rooms on every level (until the last few, which have no Item rooms).

As I mentioned, the game did not seem terribly fun the first few times. There is no quick-save, there are no checkpoints, and I got the feeling that I was lucky to even have a pause button. Death is permanent, none of the items you receive are really explained before you use them, many items can actively harm you in some way, some room setups are completely unfair, and it is both entirely possible and very likely that you will get screwed right from the very start with things only getting progressively worse.

Sometime around my fourth attempt, it suddenly all clicked: this is like Solitare. A game you play because you aren’t sure you want something heavier, a game that you don’t have an expectation to beat every time, and yet something you still find fun hours and hours later.

Isaac gives you plenty of opportunities to make bad decisions.

And I have indeed been having fun hours and hours later; 20+ hours to be exact. Although you never carry over items you accumilate, beating the game or getting specific achievements will unlock new items that are then added to the random roster, some of which will radically change the tenor of a particular run. I have a few more specific achievements to grab by beating the full game with different characters (basically different starting load-outs) before getting to the truly ridiculous “take no damage for X levels” kind, so it will be interesting to see if the game is still fun once those dry up.

But you know what? Getting more than 20 hours of game time in a roguelike, a genre that I was hitherto convinced I would despise on principal, is an absolute goddamn steal at $5.