Rogue Legacy developers’ Cellar Door Games has gone in a new direction with Full Metal Furies. Going from a rogue-like to a persistent beat-em-up, Full Metal Furies wants to give us both a great single and multiplayer game, but no matter how you slice, shoot, or blow it up, this is a game meant for multiplayer.
Shattered Planet was the first title by developer Kitfox Games and their goal was to create a rogue-like on the less serious side (see also Dungeons of Dredmor.) While it’s a great first title from the studio, Shattered Planet does stumble in the rogue-like department due to what sounds like a strange complaint of too much Meta game design.
Last week with Ken heading out to PAX, I was left co-host-less. But fortunately game designer Jon Shafer was kind enough to fill in for a talk about trying to put a value on game design and updating us on his current project — At the Gates.
Failure is a tricky concept in game design: Too little and the game loses its challenge. Too much and the player becomes discouraged and doesn’t want to continue. Harder titles or those that make use of rogue-like mechanics like to implement failure in such a way that it stacks the deck against the player. However while it may sound like motivating on the surface, it opens up a different can of worms for the designer to deal with.