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I think I gotta (I am repeating myself lol) focus on adding more challenges first before we start thinking about a meta rework tho.
Meta progression in tiny rogues is for 2 types of people:
a) people who want to feel like they become stronger every run and also want to feel just very powerful during the run, they don't necessarily seek a challenge but just want to enjoy their time
b) people who struggle with the game and want to get stronger so they can advance further
The game will never offer massive passive upgrades (I don't know, like for example, 100% more damage or so). I want it just to be a slight improvement over time. Making the game more challenging for people who want higher difficulty will be a separated system from this one.
Tiny Rogues will always be balanced in a way where you can beat the entire game without allocating a single point into blessings, at least if you are good enough, can dodge all the stuff and know how to gain an advantage in-game (making good builds, visiting blacksmiths, using taverns, ... )
I want to make a bigger post on my design philosophy about this, a lot of people might disagree because in other roguelites it is either a) you need to invest into upgrades before you even can finish the game or b) it is purely a roguelike and all you unlock is new content, not power.
Tiny Rogues will be a little different.
Or as one negative review said: Tiny Rogues will have its cake and eat it too.