Do you prefer games where you choose your weapon at the start, or games where you find your real weapon during the run
I’ve been thinking about how weapon randomness affects the overall feel of an action roguelike.
Take Hades for example: you choose from six weapons at the start of a run, and once you pick one, part of your build direction is already decided. Even if the rest of the run is random, you still begin with a weapon you’re comfortable with.
In the game we’re designing, the structure is different. You start with a relatively weak weapon, and you’re expected to find stronger ones during the run. The weapon pool is fairly large, and players may have to choose between things like a weapon room or a boon/buff room.
On paper, that sounds exciting because it makes each run feel more dynamic and unpredictable.
But I’m worried that it could also become frustrating.
In an action roguelike, weapon feel matters a lot. If a player never finds a weapon that really fits their playstyle, the run might stop feeling random in a fun way and start feeling bad to play on a basic level.
So I wanted to ask:
Do you prefer games where you choose your weapon at the start, or games where you find your real weapon during the run