Why is every developer releasing roguelikes?
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Why is every developer releasing roguelikes?
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Roguelikes dovetail nicely with the demands of early access development. By their nature they are iterative and disposable, so there's little risk of fundamentally altering the play experience and adding more items/enemies to flesh out a single level in a traditional game can add exponentially more depth to a rougelike. It's also what's in vogue right now. Before that it was platformers and sad children walking to the right, now it seems to be retro shooters and card battlers
Because it's cheap. And it's easy.
you can spend years on level design and still end up with something that's beaten in a couple of hours because you're one dude and not a whole sweatshop
Procedural generation means a glut of content for little effort. It does not mean it is good.
Because gamers are entitled twats who want to pay 15 dollars and get hundreds of hours of value or they complain. So roguelike is the only viable way to achieve this limited resources
Dev here, this
>Dev here
Frick you.
is this one any good? what popular roguelites is it similar to?
It's quite good, I've got ~40 hours in it and played it a lot prior to EA from the kickstarter so I've watched its improvements over time. I'd say in some ways its similar to slay the spire as it's turn based, you know your opponent's moves in advance, and your job is to spend your resources effectively to counter those moves and deal damage. The main hook of the game is the backpack system, as inventory management is a major mechanic and the reward for leveling up is adding cells to your pack. Items will care about what's next to them/above them/below them/diagonal from them/X spaces away, so the puzzle of what fits where and what you can't afford to keep is constantly on your mind. They also have additional characters with card battler elements and automating a path through your backpack that activates items on the way.
I highly recommend it if any of that sounds remotely interesting, because I haven't seen anything like this before.
thanks anon. I'll check it out sometime.
i played the web version before they stopped updating it
think this was my best setup, think it was my thorns build, keep gaining thorns every turn and let enemy die by their own hand
but endless mode sucked since poison and certian things bypass your armor and you cant survive due to the scaling
Endless sucks for anything that isn't built like this
I dragged 3 luck rings through many floors to rig this set up, iirc this was over floor 60 trash fight
How do you deal with King with that setup?
Just a dodge armor is enough focus the adds
The left side of that backpack had one with my relics and a wand that generates energy using mana which regens from a frog totem so turn 2 onward it exponentially grows the cleaver's power
No I mean how do you deal with the spike when you have that many hits?
At that point I just can eat the spike, fire and poison due to regen forges and raising max hp at events and nurses
Really? Whenever I tried cleaver builds in infinite i get shat on by king's spike, because every hit he gets one more spike, so even if i have regen it will start hitting me more for every cleaver hit I do, and I just kill myself after 2 or 3 actions
You can build stacks of buffs off his adds and dodge/defend against him until you get a 1 hit
I got belt of knives passing +3 all over the place that webm starts at 49 damage in the first cleaver and ends at 1k
Get lucky and have a candle relic
Mouse sexo.
Between this and Mina the indie rodent market is looking good
Mina?
New game from the Shovel Knight devs. Highly reminiscent of the GBA Zelda games like Oracle of Seasons/Ages.
https://store.steampowered.com/app/1875580/Mina_the_Hollower/
I'm cautiously optimistic but I felt Shovel Knight did a poor job differentiating between the surface trappings of the era of game design it was emulating and the actual game design elements that made people nostalgic for that era. Easy mistake to make, but enough to give me pause.
Oh that, yeah she's a cutie. Porn artists better get to work.
Even if SK wasn't exactly like old nes titles it still made an effort to mimic them. Unlike some retro labeled titles that are just pixelated messes with no real similarity to what games looked like in the day. Plus it was fun so I was happy with it. Cute mouse Zelda has potential too I think.
Yeah I'm fully of the opinion that Shovel Knight was moreso not to my taste than any particular failure in design. That style of platformer was never my speed.
this
mouse bros, I think we won
for me its the litmus test of gamedev, it has everything except the subjective time wasters: story, music, and graphics.
not a roguelike
>name a genre after a game
>most of the games share nothing with namesake
Check out my new soulslike immersive sim bro
It's a type of game that's relatively easier to produce, can fit well into a 30 minute play session or a 3 hour one, and provides a lot of replayability. They're approachable because losing doesn't matter, they reward skill as well as experience. RNG elements give noobs the opportunity to do cool things more skill based games wouldn't, while at times giving experienced players significantly more demanding challenges. They make the player character and/or the campaign disposable, allowing the player to make more interesting choices with stronger consequences that more conventional games wouldn't. They often have simple gameplay mechanics with a lot of potential depth for players to explore, and people really like 'easy to learn, hard to master' types of games.
tl;dr they're easy to make, have something for everybody, and have one of the best dollar-to-hours-of-fun ratios of any genre
Why did you TLDR a one-paragraph post?
To abridge
Is that another mouse I want to frick?
Why are there so few mouse girl games?
Easy, lazy way to pad your game's playtime and replayability