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Topics - ericrobert23

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Endless Nights is a skill-based roguelike inspired by my old Neverwinter Nights mods built with the KILT system. Originally released on mobile, it's now free to play on Windows. Explore random dungeons, build custom characters, and fight to survive—no classes, just skills.

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Hey everyone,

I’m working on a procedural dungeon generator for D&D-style campaigns. The goal is flexible, tile-based levels that GMs can easily use. I’ve been refining the logic, and here’s the twist: it’s inspired by kilts(https://theutilitykilt.com). Why? Because like a kilt, the dungeon needs freedom to flow, not be restricted by rigid rules. I’ve focused on natural branching, dead ends, and flexibility.

Anyone else experimenting with dungeon gen or interested in how this all ties into tabletop tools? Would love to hear thoughts.

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Hey everyone,

I’ve been thinking a lot about how to design meaningful choices in roguelikes — the kind that make players pause and really consider the consequences of their decisions.

Whether it’s picking a risky route through a harder area, choosing between two mutually exclusive abilities, or sacrificing resources for long-term gain, these kinds of moments are what I love most about the genre.

But striking the right balance is tough. Too many “correct” choices and it becomes predictable. Too random, and it feels unfair.

So I’m curious:

How do you approach decision-making design in your roguelikes?

Any favorite examples from games that nailed this?

What kinds of choices do you think are underused or overrated?

Looking forward to hearing your thoughts and maybe stealing—I mean, being inspired by—some of your ideas 😄

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Hey everyone,

I’m working on a new roguelike project and would love some feedback. It features procedural dungeons, permadeath, and skill-based progression. The core mechanics are in place, but I’m still refining combat, item variety, and difficulty scaling.

Anyone interested in testing or sharing ideas for improvement? I’d appreciate any thoughts or suggestions!

Thanks!

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Hey everyone!

I wanted to share a bit about a project I worked on years ago and have recently brought back to life. Endless Nights is a roguelike I initially developed and released for mobile in 2014. The game is built around a skill-based progression system, and it was inspired by some of the modding experiences I had with Neverwinter Nights.

After a bit of a hiatus, I’ve recently ported the game to Windows, and it’s now available for free on Itch.io and iPhone. The goal with Endless Nights was always to create something with replayability, focusing on dungeon exploration and random generation while still offering meaningful progression for your character.

Currently, I’m working on a random dungeon generator for D&D, but the ultimate aim is to get more eyes on Endless Nights and improve it over time.

Would love to hear thoughts and feedback from this community. You can check out the game here: [Insert link to game] – feel free to give it a try!

Looking forward to hearing what you think!

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