What really goes into fine-tuning a roguelike, according to Lost in Random: The Eternal Die director
Briefly

Lost in Random: The Eternal Die is a roguelike spinoff where players assume the role of a remorseful queen attempting to escape a trapped fate. Despite its challenges, the game director acknowledges a desire for a slightly harder difficulty. The game's design underwent extensive playtesting, with developers varying the difficulty across levels to improve player experience. The first level features a tough boss while the second world offers an easier challenge, followed by increased difficulty in the third world. Weapon options for the player character, Aleks, were also refined during development.
I do think the game is maybe slightly easier than I wanted it to be in the end. I do wish we had made it just 10% harder overall.
The idea was to make the world one boss pretty hard. So it's like you learn the game, have the most enemy variety in the first world.
So when you finally get to world two, you're not hitting a wall [...] let's make world two kind of easy, to be honest. And then world three slightly harder again.
Tinkering with the difficulty naturally goes hand-in-hand with developing The Eternal Die's combat. Player character Aleks has several weapons at her disposal.
Read at Polygon
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