In a recent cast, I spoke with Jeff Johnson from Skyshine Games about Skyshine’s Bedlam. During the discussion, we talked about the difficulty with balancing options for the player and about a common game design trap centered on hoarding. Hoarding items both has to do with game mechanics and the player’s own mindset, and today’s post is going to look at that and ways to downplay the need to hoard.
This week on the cast, I sat down with Jeff Johnson of Skyshine Games and Skyshine’s Bedlam to have a fascinating chat about what do you do when your game fails out of the gate and how to fix it.
Enter the Gungeon is the latest in the recent trend of action rogue-likes. Combining the designs of The Binding of Isaac and Nuclear Throne, the game is one of the hardest entries in the genre, but a few decisions leave me reaching for my holster.
The Fire Emblem series is one of the most beloved 2nd party titles from Nintendo. Combining the rogue-like element of everyone having one life with the tactical strategy of managing troops has helped the series gain a huge following both in Japan and the US. Yet, the series annoys me due to one design choice that has become a part of its design.