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Messages - TheDinoBoss

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Thanks! So I'm hoping to give you two options - either defeat what is in the room or break out of the room and escape. If you defeat what's there, then you would have time to use lab equipment to build upgrades etc, if you just break out then you don't get that advantage and the creature also has a chance of following you to the next room.


I'm working on a roguelike called Demon Spore about an organism that breaks free from a lab and starts spreading out of control. It's inspired by 80s monster movies like The Thing, Leviathan, Tremors etc.

I'm trying something a bit different to how a lot of roguelikes work. Instead putting the emphasis on player growth within a run (creating your own 'build' and becoming more powerful), I'm trying to focus on the creature itself and the challenge of learning how it spreads and evolves in order to escape. I thought this would capture the horror feel more accurately than a power fantasy. The idea is that the replayability comes from forming a new plan to escape each time by using the lab layout and it's equipment to your advantage.

I wanted to ask for a bit of input on this - do people think this approach is a bit crazy? Is creating a build and becoming more powerful during a run essential to making a good roguelike?

There's a gameplay video here for more context:

Also more info on the website itself (and a newsletter if anyone is interested in following progress):

Player's Plaza / Re: Roguelike definition survey
« on: April 21, 2022, 10:43:31 AM »
Do you have the results of the survey now? Would be curious to read them.

Just tried this, very atmospheric! Although I kind of wanted the torch to provide just a bit more of a view of my surroundings.

I'm Ed, I'm a game developer and a Roguelike fan. I really like games that explore new ideas especially in narrative or game structure, especially when it comes to replayability. I'm currently working on an action horror roguelike called Demon Spore where you have to escape from a lab where a shape shifting viral organism is spreading out of control.
Looking forward to joining the discussion!

For a lot of games these days, especially bigger budget titles, I feel like bloating is the biggest sin. I'd much rather have a streamlined experience rather than one where every single currently trendy feature and mechanic needs to be stuffed into it. Even worse when this is how the story is treated too, and it ends up just being so elongated and convoluted. I think this is why FTL is one of my favourite games - so streamlined and constrained yet so deep.

This looks really cool! Can't believe I haven't heard of it before. Love the isometric pixel art, reminds me of old amiga games.

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