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It's a sequal.
Exact same company. KoL is a fundamentally different game in many mechanics, but a lot of the broad art/flavor similarities are there.
I was a hardcore speedrunner for awhile. And even with a third party app to help me with some inventory and buff micromanagement, I was playing 3+ hours per day to optimize each and every single adventure every day.
I remember getting near the top percentile at some point, many years ago. If there was no daily limit, I would have gone freakin' crazy.
Completely agreed.
I remember kol speed attempts being some of the most draining experiences I've ever had with a game, while also being some of the most satisying.
As far as turns per day, I will say that I do miss the optimization and speed running from KoL. When you had to plan out every action, it meant that even simple tasks were thought-provoking. For example, to an experienced player, combat was trivial. But the challenge was in getting through combat with as much XP as was possible (by using gear to inflate their stats and thus XP gain) while not using up too much resources (so you could use the MP to spam certain speed-related buffs).
WoLs lack of turn counting would mean that if I were to speed run it, it would be a traditional 'by the clock' speedrun, which I don't much care for. And with HP and MP going back to full at the end of each combat, there's no desire to be efficient about it.
As an adventure game, the removal of turn limits means a lot, not just because of the obvious, but because the turn limits discouraged you from spending too much time experimenting. But as a game to replay over and over, the basic tasks will lose their luster in WoL much faster than they did in KoL.
It's a give and take, but I think the WoL approach is ultimately for the best. It's the writing that makes Asymetric stand out so much, and it's much more enjoyable by a larger amount of people. I look forward to far more Games of Loathing in the future. ESPECIALLY if they involve the Mimes. I really want to see some resolution on that dangling plot-thread.
It's still not something that works well with everybody's playstyle.
In my case, for example, I tend to binge on something then drop it for a long time. The whole limited actions mechanic is one of the main things that made me drop KoL.