I like the idea of proceduraly-generated content in games. Especially where that's the main focus the game is built around. Every room being completely different and having different monsters and items and such every time. Sounds exciting doesn't it? Each experience a little different from the last? So why are so many people who try to pay homage to those games so bad at it?
What I'm seeing in the games that say they're inspired by "Roguelike" games is unflattering and sloppy. Without fail, games like Spelunky and Binding of Isaac mistake giving the player nothing to work with as "challenge", or "difficulty". It's not challenging in BoI when there are dozens of treasure chests and treasure rooms I could use to upgrade my character to stand a better chance... but the game doesn't give me any keys to unlock them. It's not "difficult" when Spelunky makes it so I need bombs to progress when I don't have any. Or making you find treasure to get money to buy items, and then not putting in any shops, anywhere.
That's not challenge or difficulty. That's being a lazy, cheap-ass game designer.
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