The Zibbo Show - How much randomness is too much in a roguelike?
Hey everyone! We're a small studio working on The Zibbo Show, a dice based deckbuilder roguelike
Our game leans pretty heavily on luck. Dice rolls, card draws, wheel spins... a lot of the "feel" comes from that randomness. Some of our playtesters love it. Others say it sometimes feels like outcomes aren't fully in their hands.
Here's the concrete case we're stuck on. We have a "Spin of Luck" mechanic: a second chance roulette. If you lose, you can spend a ticket to spin it and get another shot at the same opponent (with a trip back to the shop to adjust your build first). Right now that roulette is 100% random, pure RNG decides what you get.
We're debating whether to add some kind of system so it isn't completely down to chance. Something like: Internally, in the early rounds, the probability of ending up in the 'Lose' bracket is much lower than in the later rounds. This is to make the early rounds easier and avoid frustration.
Do you prefer roguelikes that embrace full uncontrolled randomness, or do you want randomness that's guided/mitigable?
Any games you think nail the balance, in either direction?
Any feedback is genuinely appreciatred. Thanks!
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