In light of the reported issues of Mighty No 9’s problems at launch, it was a great pleasure to have a chance to check out 20XX: a rogue-like mixed with the classic Mega Man-styled design. The game has a great chocolate mixed with peanut butter-like design, and while it’s not finished yet, this is a great game to look forward to.
After several years in development, the rogue-like twin stick shooter Nuclear Throne is finally out. While it has been a long trip through early access, the game hasn’t changed all that much; leaving us with a game that tries to be two different genres and unfortunately doesn’t succeed at either in my opinion.
Galak-Z recently made the move from PSN to the PC and I wanted to check it out after all the positive buzz it got. This shooter manages to combine rogue-like design with an elevated take on the shmup genre. It comes close to be an amazing rogue-like, but some design limitations do hurt it somewhat.
Replayability is a huge factor for a lot of gamers and one of the best ways to make a game replayable is to design it so that the game itself creates content. There are two philosophies that are used — Randomly generated and procedurally generated. However these two terms tend to be used interchangeably even though they have very different functionality. For today’s post we’re going to examine these two concepts and what they mean for game developers.