(1) the ever present danger of falling death BUT ALSO the ever-present possibility of not dying from falling and instead finding a cool piece of armor and being like "oh dang rad" literally one second before your body is destroyed by six million Large Jumping People
(2) enemies that are mostly trivial until a bigger one shot-puts out of the shadows from 50 feet away and mashes your unsuspecting coworker into atoms and then those trivial enemies become a very serious nuisance if they get out of hand,
(3) the necessity of fighting either in complete darkness or in managing your position so that you can fight effectively while staying close to your lantern (or just praying you can small-axe two wraiths and a listener without falling to your death or getting mobbed by skellingtons) , and
(4) a three-dimensional labyrinthine structure with multiple branching paths looping back on themselves or ending up in unexpected places so that you turn the corner expecting to see your 50k scoria where you left it on that ledge (where you died the way you lived: rolling unnecessarily); but instead the scoria's like 800 feet away across a huge chasm and you realize you took a wrong turn -- no, several wrong turns -- but you can't remember where or what direction was the right one anyhow and you're not even sure if you can get back there anyway
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