Thunder Lotus is a studio that knows how to impress from an aesthetics point of view. Their previous game Jotun was beautiful to look at, but did not wow in terms of gameplay. With Sundered, the developers go further in terms of game design with a metroidvania rogue-like mixed with Lovecraft. Unfortunately, questionable design decisions waste any good will that the game’s beautiful aesthetics earn.
For this week’s cast, I sat down with two members of the studio Spawn Point OSK who just released the early access title Gerty to talk about rogue-like design.
For this week, I spoke with the head of Turbo Pelvis 3000 about developing action-based rogue-lites and his upcoming game Fission Superstar X.
Persistent systems have become an effective way of smoothing out the difficulty curves of rogue-likes, and provide replayability and progression to many video games. Despite their popularity, there are ways to cause the player to lose interest in replaying a game.