Post
Designing a run short enough to restart, but rich enough to remember.
Short-run pacing controls how quickly a roguelike delivers decisions, danger, power spikes, and failure. The goal is to make restarting feel tempting rather than punishing.
Example
Spelunky can kill a player in seconds and still invite another attempt. Vampire Survivors uses fixed run lengths so escalation has a predictable arc.
Why it matters
Short-run pacing matters because the genre's strongest promise is 'one more run,' and that promise collapses if each attempt feels bloated.
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