this post was submitted on 16 Mar 2026
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Welcome again to everybody. Make yourself at home I just ask that you dont solve the crossword in this weeks Lemmygrad Weekly. In the time-honoured tradition of our group, here is the weekly discussion thread.

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[–] bennieandthez@lemmygrad.ml 2 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

Well if you didn't lose your progress it would be a roguelike lol. I find it ok because it makes you feel something when you die with a lot of currency and switches your priorities from progressing to just retrieving your last body.

[–] Marat@lemmygrad.ml 4 points 3 weeks ago (1 children)

Well no, in a roguelike you lose everything (with some exceptions) when you die.

And the reason why you like it is the reason I dislike it. Firstly, like I said, it encourages players to not have any currency to begin with. Players would rather spend what they have than lose it, and are more likely to find a place to grind currency rather than carry around large amounts.

Silksong actually has a mechanic around this, where you can get your rosaries strung from about a 10% fee, which means you cant lose them. I feel like this defeats the points even harder.

But Secondly, I dislike how it ties you to an area. Let's say I have a large amount of Runes and accidently walk into a boss room in Elden Ring. Well now those runes are stuck in there and I have to keep trying to beat that boss until i get them back. This also applies to most silksong bosses.

It also discourages player exploration. Especially in silksong, a new area is not "oh let's see what this place is" it's "hold on let me backtrack and get my rosaries strung before I accidentally walk into a boss."

And worst case scenario is that you optimize your way out of it. If you want, you can just exit out of the game after you pick up your currency and you'll be back at your last rest point.

So all in all i don't like it because it encourages behavior antithetical to what is trying to be promoted in these types of games

[–] bennieandthez@lemmygrad.ml 1 points 3 weeks ago (1 children)

Roguelikes tend to have permament upgrades even when runs fail which is why i mentioned them, there is always progress even when losing even when it's just information. In souls you only gain information but it's far more important in that type of game since it's a static game, areas are not dynamically generated.

I guess i don't mind that much becase it used to be more oppressive in the first ones, in Elden Ring there was such abundance of souls that it really didn't matter losing them from time to time.

[–] Marat@lemmygrad.ml 3 points 3 weeks ago* (last edited 3 weeks ago)

That's kinda also my problem. It's just inconvient. When I play ftl, I can mess up and lose hours of progress trying to unlock a new ship or I can mess up a whole run in Sultans Game (not that I want Silksong or Elden Ring to be Permadeath), but it's actually pretty rare that I'll get genuinely upset about it. But the currency drop mechanism just kinda annoys me.

It's like how bosses like Malenia and Radiance didn't make me rage, because they were important bosses that deserved to be very difficult. But something like Savage Beastfly or those hand creatures at Rennalla's estate make me very upset, because they're more just inconvenient or annoying rather than something I take pleasure in defeating.