Sure, let’s dive into this. So, here’s me rambling about a game that left some developers scratching their heads—Lost in Random: The Eternal Die. Picture this: a bummed-out queen navigating her way through an ancient artifact. Sounds dramatic, right?
I was chatting with Martin Storm—he’s the big shot director over at Stormteller Games—about this game’s difficulty level. He seemed a tiny bit grumpy, admitting, “It’s easier than I envisioned, like 10% too easy.” I mean, have you ever tried one of those brain-crushing Soulslike games? Yeah, it’s not that intense, thankfully.
Still, it’s no cakewalk (well, not like a bakery tour in Paris) but more like Hades—which, by the way, totally inspired this game. Successful runs could take a couple of hours, and you’ll probably stumble a few times. That’s the nature of these roguelikes, I guess. Keep getting up, dusting yourself off, and diving back in.
Balancing stuff like this is pure chaos, requiring tons of playtesting. They had this wild strategy: make the first world boss tough, then let players catch their breath in world two—sort of. It’s like getting a breather in round two of a boxing match. Martin explained, “World two? Let’s keep it chill.” I can totally picture the relief on players’ faces.
Then there’s Aleks, our player character—armed to the teeth but sans a few scrapped concepts. Remember that neat time stop thing from Lost in Random? I do, vaguely. They axed it, though. Apparently, it clashed like chilly ice in hot cocoa—just didn’t fit.
Fast forward to the Relic System, which was a game-changer. Players mix and match bonuses like a kid decorating a pizza. This system lets you dabble with randomness. “Kill your darlings,” Martin remarked, and I felt that. Mixing fun trials with smart gameplay got them to a sweet spot.
And there you have it—an earnest, slightly chaotic dive into a game that dared to be a smidge different.