Blondbeard wrote:
Yes, it does. You can conserve keys or life, reching areas before you could have done without it. The highscores, man! Think of the highscores! How much life can you have left at the end? How much defense? How much Attack?
I'm actually working on a simulator at the moment to help players design an optimal path. The idea is that you record all your encounters in a file, eg:
yellow_key
yellow_door
green_slime
red_slime
green_slime
etc...
And the simulator will tell you the stats that result, plus it will report an error if you run out of health, use keys/items you don't have, etc. Then you can rearrange the encounters to get fast feedback on the outcomes of taking different paths.
I've implemented most of the game features, including recording all of the monster stats. The simulator understands how to implement altar visits, standard and 'ambush' combat, limited-use inventory items, monster-bane items like the cross, and it has shortcuts to reduce the number of encounters you have to write; for example, you can define a chain of encounters that always go together, eg "
open yellow door, fight bat, get blue elixir"
so you only have to move one line around when you're trying different things.
I'm currently working my way through recording the path taken by YouTube video pxF2GwxAI1U as a baseline. Still need to implement a few more features, like magic attacks and the lucky gold, but once I've finished recording that walkthrough, it should be ready to go.
My account is too new to post links, but if anyone's interested in trying it out, let me know.