Sekiro/From Software thought 

Normal game: you have a limited number of consumable items to help with dangerous situations. If you die, you load your save and any items you used in your failed attempt are restored.

Sekiro: If you die, buff items you use stay gone. Also you're gonna die. So if you wanna experiment, it sucks.

Sekiro/From Software thought 

@KommaChameleon this is one of the things that keeps me away from the “hard games”; failing is an actual setback from where you started and not just a thing that requires you to retry from the same point

Follow

re: Sekiro/From Software thought 

@coda it's so weird to me because there's a good solution for this in the game itself: make more items recharging the way the healing gourd / estus flask does. Just give me that baseline as a checkpoint :<

re: Sekiro/From Software thought 

@coda I only like failure = progress loss if the game is pretty short start-to-finish or a turn-based strategy kind of game (where you don't always need to act out some option to understand what it does)

Sign in to participate in the conversation
Awoo Space

Awoo.space is a Mastodon instance where members can rely on a team of moderators to help resolve conflict, and limits federation with other instances using a specific access list to minimize abuse.

While mature content is allowed here, we strongly believe in being able to choose to engage with content on your own terms, so please make sure to put mature and potentially sensitive content behind the CW feature with enough description that people know what it's about.

Before signing up, please read our community guidelines. While it's a very broad swath of topics it covers, please do your best! We believe that as long as you're putting forth genuine effort to limit harm you might cause – even if you haven't read the document – you'll be okay!