![]() But I think you need to stretch your thinking a bit. Well, you raise an interesting issue there. Is there any more clever design for allowing a group of friends to co-op in a turn-based dungeon crawler? Do we need some sort of timeout or override, perhaps if all players but one have finished their turn? Also, one player getting up for a bathroom break would block the game for everybody. Maybe that's fine, but I worry about that slowing the pace of things down too much. The obvious solution is to not advance to the next turn until everybody has input their move. Turns in a roguelike typically range from instant to several seconds long (and take longer only when you want them to).īut with multiple players, how would that work? ![]() So the feel is very different from, say, a turn-based 4X strategy game, where each turn lasts several minutes. walking through already-cleared areas), you can blaze right through - in fact most roguelikes allow you to indicate a target position, and they zip right through all the intervening turns instantly (unless something nasty jumps out on the way). Conversely, when nothing much is happening (e.g. Need time to consider all your options when faced with a particularly sticky situation? Take all you need. Some people (like me) enjoy turn-based games because you can go at your own pace. Crazy idea occurred to me this morning: what if you had a proper turn-based Roguelike dungeon crawler - but with multiplayer (say, 2-6 players) co-op?
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