Post
A corporate-death roguelite where burnout is both the joke and the boss rush.
Have a Nice Death belongs in the roguelike conversation because its scythe combat, curse upgrades, departments, employee bosses, and office satire give action-platforming a clean thematic wrapper. The run structure is what matters: it asks players to build a plan under uncertainty, then live with the consequences when the run turns ugly.
Example
its scythe combat, curse upgrades, departments, employee bosses, and office satire give action-platforming a clean thematic wrapper
Why it matters
Have a Nice Death matters because it shows how strong art direction can make a familiar roguelite loop feel immediately ownable.
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