Uses two-dimensional "sprites", 2D images created and used on a flat plane, as opposed to the three-dimensional models or environments found in 3D games.
Near infinitely replayable games that usually feature, random generation, perma-death, and brutal difficulty.
Utilized combat systems where characters or teams take turns making their next move. Turns often have no time limit, allowing for a greater opportunity to think about strategy. The opposite of real-time combat.
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