This decade has done a lot for the rogue-like genre among indie and mainstream developers. Building on the success of Spelunky and the Binding of Isaac, roguelikes, souls-likes, rogue-lites, and possibly more connotations have sprung up. The subgenre has become immensely popular with indie devs all trying to make the next big success, and it has caused a hotly debated discussion for every new game: what’s the difference between a rogue-like and a rogue-lite?
While some use this to troll, there is an actual game design discussion to be had here, and what we’re going to break down today.
Children of Morta has been in development for over four years after a successful kickstarter, and from the very first minute of play, the game is an amazing sight to behold. Another great example of a game that is greater than the sum of its parts, I just wish there were more “rogue” in this roguelite.
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.