"Rougelike" Platformer
#4 Members - Reputation: 2763
Posted 15 March 2012 - 05:37 PM
Seriously though -- it seems like you have some of the hallmarks of many rogue-likes: some amount of persistence, advancement, random generation. What you seem to be missing from the rogue-like formula is varying classes, (usually) in-depth stats, item management. Many rogue-likes are more about strategy than skills, which is hard to pull off in a platformer.
The closest thing to a rogue-like platformer that I can imagine would resemble a vast, procedurally-generated Castlevania, but with more item management, stats, and character classes with different traits.
#5 Staff - Reputation: 8927
Posted 15 March 2012 - 10:24 PM
- Jason Astle-Adams.
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#6 Members - Reputation: 717
Posted 16 March 2012 - 04:05 AM
My vote goes to Boar-Murder Simulator
Seriously though -- it seems like you have some of the hallmarks of many rogue-likes: some amount of persistence, advancement, random generation. What you seem to be missing from the rogue-like formula is varying classes, (usually) in-depth stats, item management. Many rogue-likes are more about strategy than skills, which is hard to pull off in a platformer.
The closest thing to a rogue-like platformer that I can imagine would resemble a vast, procedurally-generated Castlevania, but with more item management, stats, and character classes with different traits.
Ha, Yeah there will definitely be more monsters in the game don't worry about that!
I have a "item system" that i'm implementing currently. Here is an overview of it , the player has 3 inventory slots
in those slots the player can hold special arrows, (fire arrows, ice, water, earth,..etc) And when you kill a boss you will get a random special arrow.
So if you have those 3 slots already filled with say.. Fire, Ice, and Water, you will have to toss one of them out to get this new arrow.
Hopefully that will add not necessarily more depth; but more strategy.
Thanks for the feed back!
#7 Members - Reputation: 212
Posted 17 March 2012 - 09:23 PM
My vote goes to Boar-Murder Simulator
Seriously though -- it seems like you have some of the hallmarks of many rogue-likes: some amount of persistence, advancement, random generation. What you seem to be missing from the rogue-like formula is varying classes, (usually) in-depth stats, item management. Many rogue-likes are more about strategy than skills, which is hard to pull off in a platformer.
The closest thing to a rogue-like platformer that I can imagine would resemble a vast, procedurally-generated Castlevania, but with more item management, stats, and character classes with different traits.
I don't think those traits are necessary. Spelunky is considered a Rougelike platformer, but it doesn't have classes or stats.
Actually Spelunky might be a good idea to look at.
#8 Members - Reputation: 717
Posted 17 March 2012 - 11:26 PM
My vote goes to Boar-Murder Simulator
Seriously though -- it seems like you have some of the hallmarks of many rogue-likes: some amount of persistence, advancement, random generation. What you seem to be missing from the rogue-like formula is varying classes, (usually) in-depth stats, item management. Many rogue-likes are more about strategy than skills, which is hard to pull off in a platformer.
The closest thing to a rogue-like platformer that I can imagine would resemble a vast, procedurally-generated Castlevania, but with more item management, stats, and character classes with different traits.
I don't think those traits are necessary. Spelunky is considered a Rougelike platformer, but it doesn't have classes or stats.
Actually Spelunky might be a good idea to look at.
Will do thanks for input
#9 Members - Reputation: 154
Posted 21 March 2012 - 05:56 AM
Because Game Music Is Life
#10 Members - Reputation: 100
Posted 22 March 2012 - 10:36 PM
One suggestion would be to make it so that you can see more of the screen at once. Given how little is visible in the video, it seems like it would be really difficult to react to, say, an enemy appearing from one side of the screen.
#11 Crossbones+ - Reputation: 1064
Posted 23 March 2012 - 07:42 AM
In roguelikes the randomness requires the player's strategy for survival to be deeper and more multifaceted because the player has to prepare ahead of time to deal with a lot of different things; without randomness you could beat the game with a step-by-step guide. In this game, a boar is a boar. There does not appear to be any strategic or aesthetic impact from having the boars come out in a slightly different order every time. Designing nice levels instead of auto-generating levels would allow for better difficulty balancing, rhythm, aesthetics. I don't really get why this game has generated levels.
#12 Members - Reputation: 966
Posted 23 March 2012 - 01:00 PM
On kind of a different note, as the game appears in the video above, I'd really want to climb up into those trees.






