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This is the first roguelike I've beaten-somehow this implementation just clicked with me. Thank you for 2423"last tries" before having to head out to work, sleep, function. This was delightful. 

A true lesson in good game design,  which I'd love to learn more about. Do you remember which decision had the biggest impact on the feel? I was always overwhelmed by the complexity of some other roguelikes and I was  looking for something more 'casual'-in the best possible sense. 

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Happy to hear you enjoyed it! I don't play much roguelikes myself (for the same reasons) so I wanted to approach it from a newcomers point of view. A combination of a few simple but clear mechanics and an increasingly difficult cast of enemies perhaps? Small but overseeable dungeons? Lots of things probably, but the small scale of things is probably a main driver.