It's a platformer, more generally an action game, therefore not a roguelike.
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.
"Rougelike" Platformer
On the other hand if you were to somehow have the archer running through a side scrolling / platform version of the levels created in your dungeon generator (the facebook entry from Feb 16), then that would be significant strategically.
On kind of a different note, as the game appears in the video above, I'd really want to climb up into those trees.
On kind of a different note, as the game appears in the video above, I'd really want to climb up into those trees.
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