• AstroStelar [he/him]
    ·
    6 months ago

    I've noticed that a lot of new smaller titles are rogue-likes/-lites. Why is that?

      • WhatDoYouMeanPodcast [comrade/them]
        ·
        6 months ago

        I also don't think there's any powers the dev can bestow that feel quite as exhilarating as going exponential in a rogue like. There's also the chance for tension with a build that barely works that's hard to do via dev time.

        It's to the point where even if you want replayability in an older title like Zelda: Ocarina of Time, you make it into a randomizer and randomize where you get items so sometimes you have to plan out and glitch around the game to obtain things.

        Press A when I tell you to press A is going out of style. I think a lot of people really like to chart their own path through an obstacle and modern design gives devs the ability to make really sophisticated obstacles.

    • Owl [he/him]
      ·
      6 months ago

      They're more fun to make. Replaying the start of a roguelite a gazillion times is more pleasant than replaying the first level a gazillion times.

      • invalidusernamelol [he/him]
        ·
        6 months ago

        When you have a small dev team who also play tests, they're easy to debug too because all the content can be reached within 30 minutes to an hour.