For this cast, I spoke with game designer Martin Nerurkar of Sharkbomb Studios to talk about the development of Nowhere Prophet. We spoke about his background and what it was like to spend five years designing such a mechanically unique roguelike.
A first look video on Dreamscaper currently on Kickstarter.
In the past decade I have played many roguelites, roguelikes, rogue-lites, and any other term that uses “like” in it. The roguelike genre has become famous thanks to indie devs who are able to experiment with procedural and random generation at an easier scale compared to AAA development. That was until I played Prey Mooncrash that without really advertising it, Arkane Studios created the first roguelike from a AAA studio, and it shows both the highs and lows surrounding it.
For this live show, we discussed the importance of making a game memorable and the trouble of making a game that is easy to find and show to people. Our second topic starts at 1:14:59