games, looking for "rich play experiences", as described by 100 Rogues developer Keith Burgun, that more popular titles may not always offer. David Bamguart of Gaslamp Games stated that there is a thrill of the risk inherent in rogue-lites with random generation and permadeath, helping the player become more invested in the fate of their player character: "The deadly precariousness inherent to the unknown environments of roguelikes gives that investment a great deal of meaning." Additionally, many of these newer rogue-lites strive to address the apparent high difficulty and ruthlessness that traditional roguelikes were known for, and newer players will be able to find more help through user-generated game guides and walkthroughs made possible through wide Internet accessibility. Fabien Fischer offers that players have taken to independently developed rogue-lites as they have tired from "superficial gameplay, whitewashing spectacle, the content craze, and Skinner Box design" in titles produced by AAA developers and publishers. Particularly for smaller indie developers, the nature of the procedural-generated world allows teams to deliver many hours worth of game content without having to spend resources and development time on fleshing out detailed worlds. This also allows developers to devote more time in building out complex gameplay features and their interacting systems that are part of the enjoyment of roguelike and rogue-lite games. McMillen of The Binding of Isaac stated that incorporating roguelike elements into other game genres can be difficult due to overcoming the complex interfaces roguelikes tend to have, but once a means to do so is found, "it becomes an increasingly beautiful, deep, and everlasting design that allows you to generate a seemingly dynamic experience for players, so that each time they play your game they're getting a totally new adventure". Examples of successful games that have integrated roguelike components into other genres include Dead Cells, a roguelike incorporated with Metroidvania-style of platform games; Slay the Spire, bringing roguelike progression to a deck building game; Crypt of the Necrodancer which uses a rhythm game-style approach in a roguelike dungeon; and Enter the Gungeon which establishes roguelike progression in a shoot 'em up. Hades, a roguelike action role-playing game, was built to strongly incorporate elements of non-linear narrative into the game, giving the reason for the player to continually delve into replaying the game, and helped to draw in players to the roguelike genre that otherwise had been put off by its high difficulty level