Roguelikes are defined by randomly generated levels and permadeath. But that permadeath can be a point of contention for players who like making tangible progress. So maybe there’s a way to add a sense of advancement to roguelikes?
Support Game Maker's Toolkit on Patreon -
Have Mark talk at your studio, university, or event -
Games shown in this episode (in order of appearance)
Enter the Gungeon (Dodge Roll, 2016)
Crypt of the NecroDancer (Brace Yourself Games, 2015)
The Binding of Isaac: Rebirth (Nicalis / Edmund McMillen, 2014)
Monolith (Team D-13, 2017)
Below (Capybara Games, 2018)
Call of Duty: Infinite Warfare (Infinity Ward, 2016)
Invisible, Inc. (Klei Entertainment, 2015)
Dead Cells (Motion Twin, 2017)
Rogue Legacy (Cellar Door Games, 2013)
Spelunky (Derek Yu, 2012)
Flinthook (Tribute Games, 2017)
Nuclear Throne (Vlambeer, 2015)
NetHack: Legacy (FrozenCrate, 2018)
Downwell (Moppin, 2015)
Hades (Supergiant Games, Unreleased)
Pyre (Supergiant Games, 2017)
Into the Breach (Subset Games, 2018)
Music used in this episode
Curiosity - Blue Wednesday (
Spelunky soundtrack - Eric Suhrke (
Donut County soundtrack - Daniel Koestner (
Other credits
Zero Deaths Victory! World First! World Record! [Rogue Legacy] | ZorsYT
Wednesday, January 23, 2019
Should Roguelikes Have Persistent Upgrades? | Game Maker's Toolkit
Diterbitkan January 23, 2019
Share to your friends
Artikel Terkait
Dinda
Awal nya sih cuma iseng ngeblog,eh ketagihan sampe sekarang,follow sosial media gue di bawah ini
Newsletter
Dapetin postingan terbaru,lewat email kamu
Subscribe to:
Post Comments (Atom)