For this cast, I sat down with indie developer Edmund Mcmillen for an amazing discussion about indie development with one of the most recognized names in the space. There was way too many things to talk about, and we’re going to try and have a second cast. For this one, we spoke about the indie space and then a lengthy chat about the Binding of Isaac.
For our final part looking at how replayability works in video games, it’s time to finally talk about what really creates a gamespace that is replayable.
Monolith quietly launched on Steam after spending about four years in development. Combining shmup with rogue-like elements gives us a great combo that should only grow better from here.
This week’s Dissecting Design takes us to one of my favorite games: The Binding of Isaac. I talked about how the game makes use of rogue-like elements and persistence systems to create a very replayable game despite featuring simple game mechanics.