Lu Ze knew quite a few games of the "tower climbing" variety.
But when it came to time sinks, the first thing that came to his mind was roguelite games.
The reason was simple: replayability.
The most appealing aspect of roguelike games was their "high degree of randomness."
Everything from maps and monsters to players' attributes and skills was randomly generated.
With ordinary single-player games, players might go through a third or fourth playthrough at most after clearing them.
But with roguelike games, even after beating the highest difficulty, players would happily keep playing hundreds or thousands of times.
Because every new run was a brand-new experience.
And among countless roguelike games, "Slay the Spire" stood as a landmark masterpiece.
It cleverly combined deckbuilding with roguelike elements, pioneering the roguelike card game genre!
Before that, no one had imagined roguelike games could be made that way!
Just as, at this very moment, no one in the entire Cultivation World could imagine board games having anything to do with tower climbing.
After writing down the title "Slay the Immortal Spire," Lu Ze focused his spiritual sense and began constructing the world.
Should I use the first game or the second...
Lu Ze pinched his chin and gave it some thought.
Compared with the immensely satisfying first game, excessive balancing during the middle stages of "Slay the Spire 2" had greatly diminished its thrills and sent its reputation plummeting.
Later on, the game company had outright positioned itself against the players to champion an ideology, causing its reputation to collapse completely and sending it tumbling from its divine pedestal.
Setting aside those matters outside the game, Lu Ze had always believed that games should serve their players and give them a satisfying experience.
Balancing numbers in a single-player game was one thing,