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One way of looking at it, is that they force the player to pay more attention to their environment and the game itself just by their presence, which lends itself to learning and getting better at the game. Something we picked up from games like Spelunky and Dark Souls. While a lot of similar games don't feature insta kills in this way, we wanted the game to be challenging but fair, where every design decision can be easily prevented as the player learns about the world. Also they make for funny deaths : P
I haven't played the Steam version yet, but in the Alpha, if you have the skill that prevents falling damage, you'll fall more slowly, and the spikes don't seem to affect you.. similar to using the cape in Spelunky.
If we talk about Dark Souls, their traps although are dangerous and in most cases lethal, it's still non instant death. Player has a chance to survive if he plays well (that is, saved a lot of health or is strong enough). So, there's always a chance to survive, albeit small. But yours spikes and blocks are always kill the player if he is unlucky enough, there's no chance and no save )) A little unfair, I think. Just saying. Who knows, maybe you'll give it a thought ))
In any case, good luck with development, guys!
The only difference I see is that in Vagante there are more ways of seeing something before it happens.. but still ways to avoid dieing if you don't. Plus, enemies set off the arrow traps, fall into spikes, and get crushed by boulders all the time, so it helps you out not only by eliminating an enemy, but also sometimes setting off the trap before it goes off on you. Also compare the damage of an arrow trap in this, VS. one in a game that's actually similar to this one, Spelunky.
In general, Vagante is actually easier. 9 times out of 10, when I die, it's an enemy.. usually a boss.. and that's the way it should be. Take it slow, take it easy.. If you're just a little bit careful,you'll never die to a trap.
If they simply dealt large amounts of damage, the game could remain mostly unchanged, except you may not be instantly killed if you are doing really well.
I recall one knight of mine who died prematurely by trying to use the jump+sword attack down on the dragon boss, who was comfortably lying on spikes. I somehow missed the attack and landed on top of the spikes. Ouch.
There are quite a few other scenarios that will take you from high health to instant death:
Their are a few mechanics to bring you back to life. Though be advised that you respawn exactly where you die with no temporary immunity. I found this out the hard way when I accidently got cornered and beaten up by 4 bark giants :):
http://i.imgur.com/22egfUf.png
To recover from death:
The instant death mechanic does sometimes lead to comical demises:
e.g. being turned into a human lollipop by a giant man eater plant/teleporting out of the shopkeepers storage room, a few pixels above a spikes tile.
I was never really a fan of instant death scenarios (even though they're uncommon), given the pace is slower and the levels larger then something like Spelunky/Towerclimb and most enemies/hazards only siphon parts of your health. I also prefer that they'd just deal alot of regular damage to (though that's a matter of personal preference).
I personally like the traps being instant death. It addes a dramatic feeling to every jump and move not carefully made, as a Roguelike should feel. I just think its a tad unfair for it to spawn with you directly under the door when you change floors.
Twice now I've had a boulder fall on my head when the triggers are 3-4 spaces away, and no one is on them. The first time it happened, it killed me and a bandit as two fell from the ceiling 2 blocks to the side of the triggered trap, ended up looking like this (brackets being the starting door) with me under the right one and the bandit under the left.
T__B__[ ]__B__T
If we have to watch out for traps, at least make damn sure the triggers you're looking for correlate to where the trap actually is.
Spikes I haven't had any problems with.