Hi! I don't know if self-advertisement is ok in this community, please tell me if it isn't and I'll delete this post. This is a game I've been working on for the last week and I'm not fully certain it'll go anywhere, but it has a small community already, so I figured its worth showing it here
Moloch is a very hard platforming roguelike where health is not health points, and instead, it consists of several conditions that are somewhat simulated and that can result either in a softlock or a death. Yes, being soft locked due to being hurt is part of the experience. It borders the line that separates rage games from the rest.
My idea for the project is to make it be frustrating because of how easy it is to die, and not because of how hard it is to use the controls. I tried my best to make the controls as responsive and smooth as I could, so that the game feels good to get good at.
It is inspired by Noita and Rain World, the former being the one that inspired the roguelike elements and the wands, and the latter being the one that inspired the way I'm handling the difficulty and health.
In any system optimizing for X, the opportunity arises to throw any other value under the bus for optimized X