I suspect that everyone who makes games wishes they’d made Spelunky. Effectively perfect game design, unconstrained by the heavy flab of spectacle. Loot Rascals [official site] takes that game’s random generation, escalating challenge, extreme balancing, minimal explaining and daily runs and applies it all to a slick, playful roguelite and collectable card game hybrid. Then slathers gloriously weird creature design all over it.
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