Windblown uses friendship to get around roguelike dread
Briefly

I feel the need to remove the temptation to play the game. Roguelikes, almost by definition, pursue an addictive structure that reviewers often describe as the "one more run" feeling.
Another common phrase you'll hear tossed around is the idea that you "lost time" to a game, as though the game has tricked you into giving it more of your life than you were consciously willing to give.
There are undoubtedly people with better impulse control... for whom this feeling of "losing" time to a game is experienced not as dread but as joy.
Windblown... succeeds at feeling both distinct from Motion Twin's last effort and close enough in spirit that it's easy to sink into its loop.
Read at Polygon
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