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Just bought it today cause of the sale, but haven't jumped in yet. :p
I don't hold anything against you if you disable minotaurs in Barony, but I do genuinely believe that the game is more fun when they are left on. Sometimes it's fun to be forced to choose between two non-ideal alternatives: in this case, rushing through a level and missing some of the loot, or staying longer and risking a confrontation with the minotaur. Honestly, part of the game's sense of progression revolves around becoming strong enough to mitigate the minotaur threat entirely. So, I feel like you're weakening your experience a bit by disabling the minotaur, but if you enjoy the game more that way, I don't want to invalidate that... just show you a bit of what you're missing, perhaps. :)
As for the timers in Mario, I don't think that's really comparable. I mean, I've played the crap out of the Mario games, and I don't think I have ever had a problem with time on a level. They're just not that long, so unless you're just standing around doing nothing, you shouldn't really run out of time.
I play a ton of Roguelikes, I have since the original Rogue was released (beat it on my third attempt back in the day). The choices those games give you, where you weigh the pros and cons of what to do (exploring at the risk or starvation of facing an enemy you can't handle) or rushing because of lack of food or trying to get deeper for better loot (and facing monsters you might not be ready for, or again not having enough food because you didn't gather enough on the way down). That's what I enjoy. When I have this "timer" I have over my head, I don't really get to enjoy the game nearly as much, because it simply becomes "outrun the danger" instead of "explore or move on".
I can definitely understand why some people would enjoy such a feature. But it's definitely not for me.
Although I also think part of the problem (at least from when I played before) was with how the Minotaur worked. Basically charging straight at the player, right through walls and everything. If it worked more like a normal monster, and you could play cat and mouse with it, trying to explore what you could while staying hidden... that would probably make it a far more interesting feature. But the "charging death" just kind of kills it.
It's very possible to survive a minotaur attack after he has spawned -- part of it also comes down to your ability to plan for keeping the exit within a reachable distance after a spawn, or taking advantage of special equipment that lets you avoid him entirely, etc.
Agreed that Mario's timers are generally much more generous than Barony, but it is exactly the same design in principle, and I'm sure people have raged just as hard when the timer kills them in Mario vs. the minotaur killing people in Barony.
Well, in general when playing a Roguelike, food is the main "timer" you have to deal with. The other main threat comes from the enemies and traps you face, and your readiness to deal with them.
Spending a lot of time on a level might snag you a few extra points of XP, or maybe a useful piece of gear. Or it might get you nothing and basically just be wasting your food. And that risk and reward system is one of the things that draws me to the games.
I have been wondering this type of thing alot. Like back in the day you had to accept games as they were, bugs and all. I started on the Commodore-64 on games like Load-Runner, Cosmonaught and Creatures and they came on a tape or a cart (this was even b4 snes etc).
Not saying I prefer it that way, I think what we have is wonderful, Devs and Players in direct contact and the ability to patch games and auto-update via steam.
Except forcing progression just replaces one routine with another. Giving the player an incentive to advance faster would be good; forcing them to do so not so much.
I agree. I would rather have to choose between spending a lot of time on a level to scour for advantages or jumping ahead quickly to try and get some other sort of advantage.
When you make your own roguelike you can design your minotaurs however you like, but for Barony we specifically designed them to be unstoppable for 90% of the game and we honestly, genuinely like them that way, so you really can't fault us for that.
I certainly appreciate that you included the option to turn it off. I tried the game with Minotaur on, and found it exceptionally annoying, so turned it off. After having a better grasp on the game, I might change that, but I'm not sure I see that happening. You already have hunger as a mechanic to encourage the player to keep moving, not sure why there was a need for redundant mechanics in that regard.
It makes sense in a game like Spelunky, which is really as much a platformer as anything else, but here it takes away from the game being Roguelike, shifting the game away from a complex "move forward to avoid wasting resources exploring" decision to a simpler "run because else you die" decision. A proper Roguelike is largely about resource management and tactics, two things discouraged by a binary move-or-die mechanic tied to a real time clock.
While I've never made a Roguelike (and never intend to), technically neither have you, at least with Barony.
Also claiming that Barony isn't a roguelike is a pointless discussion, so let's leave that at the door.