This article discusses several aspects pertaining to videogame death at the heart of the experience of two independent video games, Hotline Miami (Dennaton, 2012) and Binding of Isaac (McMillen and Himsl, 2011). Both games are based on specific game mechanics which condition the relationship to their virtual space and in-game risk-taking, leading to specific forms of learning and causing types of frustration contributing to videoludic immersion. We will conclude by addressing the testimonial value attached to endeavors to archive play-throughs of games where death plays an important role.