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What's your favorite game that uses procedural generation?

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What's your favorite game that uses procedural generation? Do you think they use random elements well?
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>>382069231
obligitory
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>>382069231
Towerclimb.

Yes, and no at the same time if that makes sense. Chapter 2 is the better part of the game, and while still random, it's a lot more focused and straightfoward in what you'll face. You'll always do the Wheels segment, but the shape of it is a bit different.

I don't think it becomes that different each time so in that sense, I think it's not using random elements that well. But at the same time, it's forcing you to get through the same kind of content in a slightly altered variety of it so you can't just go through it with identical inputs from memory.
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Binding Of Isaac
I honestly think it handles random elements almost perfectly. Sometimes you get dealt a bad hand but I don't get frustrated when each playthrough is ~30 minutes. My only gripe is that I got bored of fighting the same bosses/enemies in my many many runs, but that doesn't have anything to do with the procedural stuff. I hope Munroe's next game is as good.
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bump
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back from page ten
cmon /v/!
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>>382069442
Toady made a sequel?
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>>382073758
Achhtually it would be called Slaves To Armok Chapter III
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>>382069442
Really, few games are as impressive as Dorf Fort in terms of procedural generation
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Terraria honestly, because of all the little details like breakable shit, different enemies, pots, chests, underground cabins, gem caves, spider caves, underground pools and mushroom biomes, etc etc.

And then there's the underground desert, jungle, corruption/crimson and ice biomes to add even more variety to the underground. Every once in a while you stumble upon some weird world generation as well.

I think the most important reason it worked well though is that there was an actual game to be found, that is facilitated by the random generation, instead of being a bland and empty everything with no purpose and three kinds of blocks that don't do anything different from one another.
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Spelunky. It's rigid enough to leave you with a workable path but randomized enough that different iterations have their own ratio of perks and difficulty
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