Playing A Game Deathloop PC

Game design question.

Your player is stuck in a time loop; their goal is to break the loop. Until then, they can use a loadout-menu option to save items from one loop to the next.

Eventually, when the player breaks the loop and sees the end of your story, do you:

  1. Skip the loadout menu and its option to save items, because narratively, the loop is broken; or
  2. Still allow the player to save items, because it's a video game, and they might play it again.

The correct answer is B. (Or even better, C: allow players to manage items during regular gameplay so this doesn't need to be a separate step.)

Deathloop chose A, and -- it's not like I'm heartbroken that several new "Double Trinkets" and a frickin' laser beam vanished after I watched the Goldenloop update's extended ending.

I just think it's funny that one of the update's highlight features (the ending) was responsible for me losing its other additions.

That extended ending, by the way, is just a nice-looking cutscene that complements the existing "break the loop" conclusion. Nothing new or surprising here. Cool to watch, though.

Rating: Good