Loot Rascals developed by Hollow Ponds comes really close to being an amazing rogue-like. Featuring a beautiful aesthetic design and a clever twist on loot design, the game is sadly undermined by less than forgiving rogue-like gameplay.
Recently I’ve been playing a lot of games built around randomized or procedurally generated design. Yet despite their generated content, I keep finding myself getting bored with them fast. As I thought about this in detail, I came to realize that randomized elements in game design can actually be categorized easily to explain their impact on a game.
This week on the cast, Mitch Gitelman from Harebrained Schemes returned to the cast to catch up and talk about the studio’s next title and first rogue-like inspired game: Necropolis.
Starward Rogue came out of nowhere from strategy game developer Arcen Games, and feels like a departure from the studio’s MO of high level strategy game design. With Starward Rogue, they’ve entered the genres of bullet-hell shooters and roguelites with the first action-heavy title from the strategy game studio.