I feel like there's a lot of room left to try out new game designs, while using the moment - to - moment of
roguelike gameplay as a foundation.
Not exact matches
The developers introduce Steredenn
as a game in - between a shoot»em up and a
roguelike, with infinite and unforgiving
gameplay.
And yeah, that Diablo
roguelike is simultaneously humorous in origin and revealing of the tedium of the source's
gameplay, speaking
as a fan.
Roguelikes are generally focused on system design
as opposed to aesthetics; I wanted to make something that had
roguelike gameplay but was also pleasing to the eye.
The retro style harkens back to the days of the Atari and Commodore 64, with
gameplay that manages to walk the fine line between action RPGs and
roguelike features such
as random dungeons and permadeath.