I’ve now spent 13 hours playing Dragon is Dead. Most of that time was spent dying over, over, and over again to gorgeously hideous bosses, some of that time theorycrafting optimal skill trees to get me one room farther. The roguelike gameplay loop of “one more run” fueled me to play well into the night, at my own expense, even though I wasn’t “winning” in the traditional sense. I know full well th...[Read More]