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Докладване на проблем с превода
I have no issues with it being timed. (In fact I myself made a roguelike where the whole gimmick is that you have 20 minutes to beat it. You can extend the timer by exploring and finding clocks, though, so it often becomes more like 25-30 minutes.)
I say all this as someone who agrees wholly with OP. I hated the feeling of being rushed in Spelunky. If a level sprawls out and wants me to explore, I don't want to be put under any kind of pressure. This game however is more arcadey and you pretty much are going only one direction -- down. You won't be hanging out in any one place very long esp. since you can't go back up.
The timer as such more exists to save people from the frustration of trying to get every last gem than a monkey banging cymbals telling you to hurry up. Roguelikes with no pressure whatsoever like Dungeons of Dredmor tend to drag on for obsessive-compulsive players who will otherwise try to milk every level of every last resource.
Having an accessibility-option to set the spawn time would still be a welcome add in my opinion. It could only add to the enjoyment of players without taking anything away from those who want to keep the timer.
I'd agree, it *would* be a great accessibility option. Which is why the game already has it in its Accessibility options :D
We must be playing different patch versions then, because mine certainly does not.
Ach you're right I was thinking of game speed. For some reason I could've sworn I saw "spawn time".
I'd agree that'd be a good accessibility option though because not everyone CAN rush even with the generous timer.
but a lot of people hated playing it for the same reason
time racing mechanics aint for everyone, just gotta accept that.
EDIT: Just wanted to mention I saw an achievement for breaking the stupid thing. (The Omega Saw)