It's All About the GamePlay
Gameplay. You can have the coolest looking game, with the best soundtrack, and a kick-butt story; but if the game isn't fun, you failed. Gameplay is everything.
My Take on Rogue-likes:
I've like Rogue type games for a long time now.ROGUELIKE WIKI. Today we have seen an explosion of rogue-like games from indie game devs. Of course, if you really think about it, Rogue games were probably made because of the limitation of saving large amount of character and level data with 1980's tech :).
The best games I think are those that make death a real penalty, but also rewards players time some way. Examples:
Most rogues-likes aren't known for their story (because so few finish the game to know the complete story), but with type C games I feel like the story can take more of a prominent role.
Anyway... 'The Superfluous' is a type C Rogue-like; or what I like to call a rogue-lite. You start the game with a small crew and go on cave dives. If a crew member dies while on a dive that crew members level goes back to zero. This makes it possible to successfully complete a dive and return with the loot, but still suffer the loss of the crew's death.
Levels reward crew with a random powerful perk (+max health, faster firing, faster reload, explosion proof, spike proof, etc). If all your crew dies on a dive you lose all the crews levels and perks as well as any loot you collected during that dive. You keep all the previous upgrades, the crew members you unlocked, and the 'check points' unlocked from previous dives.
So at the end of each level you make the critical choice: do I go back home or do I try my luck on one last level?
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Adam Truncale; Lead Developer of Voided Pixels Game Studio and The Superfluous