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Thank you so much! I tried to balance simple base mechanics with a somewhat complex stat+curse system, and all the while kept thinking back to my first roguelike experiences and the feeling of not understanding their worlds but sensing that there IS something there to understand. I know it sounds like a cop out for not making better mechanics, but not having everything explained was very much part of the design. The initial idea was much worse and I had to grind it down to this level, and I'm still not quite sure I'm there!

Moving down was probably the largest change from typical roguelike fashion, as it's an action you can do from the get-go, even as your first action, but it's punishing and I made sure you can't win this way (you'd actually certainly die before level 4, I think). The balancing of what to do around the sacrifice opens up some nice avenues for different builds, it looks like :)

Oh yeah don’t read this as “better mechanics” – I think it’s really inventive and it’s just a matter of style. Some games want to lay it all out and the challenge is in applying it. That’s more the style I made and play more myself.

IDK if you have played cogmind, but I’m the sort of player who instantly looks up what the artifacts do on the wiki rather than using them and finding out. Because I don’t enjoy losing a run to learning about a later game mechanic. So I have less of that experimental instinct in my DNA than many players do, I think.