Road Not Taken’s asked that I stop to consider every time I moved my jawa-like wizard around its grid-based maps. On one level I stared at the screen for about five minutes, contemplating every possible route to get the last child I needed to beat the area while avoiding a malicious black spirit that would drain about a fourth of my current health. But if I made too many useless moves here, I could end up without enough left to finish the next level. I eventually got to the child, but not without taking a spirit to the face - acceptable losses. That risk-reward balance is a clever hook at first, but it quickly became less exciting as I played.
Learning to match the varied animals, monsters, spirits, and other objects scattered across Road’s randomized levels in the fewest movements possible was, at first, unforgiving (leading to situations like my five-minute stumper). Every new object was a surprise, and some are as likely to end a good run on the spot as they are to help you out. But that’s to be expected from a Roguelike, where the first few sessions are more about learning the ins and outs than anything else.
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