Open elliot-nelson opened 3 years ago
Regarding the permadeath - i think this is a good idea, but it should be possible to switch it off in options. Im a huge roguelike fan, but i dont think that simplifying some elements and making the game more "adventure" than "RPG" alone will make the game less of roguelike. The demo lacks many hardcore RPG machanics, but the game still feels very roguelikeish and even RPGish. Like with pen-and-paper RPGs - not every system is AD&D, there are systems which focus on story telling, sometimes almost completely ditching dices or stats. Find a good balance, make it something new, but also in the spirit of true roguelikes (not roguelites)
From the JS13k demo, there are lots of directions this game could go:
(This decision informs a lot of other design decisions so it's important to decide what you're going for up front. At this point I think I consider this game a text adventure game with a sprinkle of roguelike -- so we will have monsters and combat, but the point of the game is exploration & puzzle solving, with combat existing more as a puzzle mechanic than as a min/max exercise.)