If you’ve played Undertale before (and I’m assuming that you have), you’ll know that one of its defining features is player choice. It’s a game that allows you to kill literally everyone you meet (genocide run), befriend everyone you meet (pacifist run), or do something in the middle. Each of these playstyles results in significant meaningful changes to the gameplay and story. So naturally, when you start playing Deltarune, you would expect to be able to make the same range of choices.
But here’s the thing about Deltarune. Your choices don’t matter.
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Recently for my Games and Society course, I wrote a paper about how to define Roguelikes as a genre. Turns out that topic is a bit complicated, so I decided to break it down into several smaller blog posts. Today, I wanted to share something broad I learned while researching that paper about how video game genres come to be.
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Back in March I backed a project called Guardian’s Gambit. Originally I backed it because it had a similar name to Captain’s Gambit, but I also backed it because it looked interesting and I liked the minimalist art style. Guardian’s Gambit is a 2-player card combat game with some light strategy elements created by Knights of Norwood. Players take turns using the cards in their hand to attack the cards in their opponent’s hand, while using special abilities to protect their cards and bypass their opponent’s defenses. It’s a fun, quick, easy game that’s great if you have some time to kill while traveling or taking a short break. But I don’t really want to focus on the game itself today. What I want to highlight about Guardian’s Gambit is this:
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