I'm gonna throw a lot of stuff vaguely under the "run-based" umbrella here, so long as the game is meant to be played more than once, and usually features randomly generated PvE missions/levels, and probably has a variety of possible player classes/characters/upgrades/items. I don't know where to draw the line between roguelite and randomized dungeon crawler.
TOO DANG LONG:
- FTL (the 8 sectors are just very long, it takes something like 3+ hours to see credits unless you have some kind of very aggressive build or you're Never Pause Navarro)
- Rogue Legacy 1 (you can run headlong into danger if you want, but if you want to farm easy money you can spend each run clearing out low level zones and this takes a long time as you get deeper into the game)
- Kingsway (more of a loot-based dungeon crawler, but it's run-based and I think the runs are entirely too long for similar reasons to Rogue Legacy: you are encouraged to spend a lot of time farming XP and finding loot as you go)
- Darkest Dungeon (technically more of an XCOM-like, but each campaign feels like a "run" that is 2 or 3 times longer than it has any right to be)
TOO DANG SHORT:
- Invisible Inc. (for an XCOM-like tactical run-based thing, you only do 6-7 missions before you're forced into the run finale, and this never felt like enough time to really get into kitting out your agents with upgrades and equipment, especially if you rescue more agents along the way)
I've always wondered how devs decide what feels like the right length for a "run-based" roguelite. I assume playtesting early versions gives them a good idea, but I feel like some games slipped through to release with a frustrating length.
What roguelite or run-based games do you feel are not the right length?
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