Hacker News new | past | comments | ask | show | jobs | submit login

Hey, I was a crawl dev from 2009 until whenever I pushed my last commit. Your reaction suggests that you're either unfamiliar with or misunderstand crawl's development philosophy.

Crawl development strives to eliminate grinding and eliminate tedium. Players should never be rewarded for performing repetitive actions. Every choice should be meaningful. This has been the case since the game's revival in 2006 and goes back to the introduction of the food clock in Rogue. A few years back I asked Ken Arnold about the food clock. He introduced it because a timer is a great way of making stupid, time consuming strategies useless. Crawl follows in this tradition.

We removed the requirement that you have a bladed weapon to butcher corpses. Why? Because it's a game and not a murder-hobo simulator. If you need a fix for mindless simulationism you might enjoy Dwarf Fortress, the premier dwarf terrarium.




Just wanna say thanks for your contributions. Are there any other similar games (proper roguelikes or not) you've found as enjoyable as DCSS?


My role was a minor one. The last thing I pushed was a Wang tile layout system that makes the Crypt more visually interesting.

> Are there any other similar games (proper roguelikes or not) you've found as enjoyable as DCSS?

Brogue is the finest Roguelike ever made. By happenstance, pender was my neighbor back when I lived in the valley.




Consider applying for YC's Spring batch! Applications are open till Feb 11.

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: