So I made a rougelike! I have a problem with rougelikes: the games are incredibly punishing, and usually I can’t bring up the patience to continue playing after five permadeaths or so. Also, these games can be complicated, with very little explanation—something I think is amazing in most games, but can be very frustrating in a rougelike where you’re thrown to the wolves almost instantly.
However, I have been fascinated by the genre, regardless of my inability to actually play the games. So when I saw 7drl was happening this year, I wanted to make a minimalist rougelike, also known as a rougelite. Here’s an overview of the gameplay of the game and how it was put together this way.
More years, more games! Looking back, I can only say one thing: Geez, I played a lot of games this year!
Like last years’ lists, this just list games I played this year, not necessarily games that released this year, in no particular order. Also, only itch embeds this year because I’ve played a lot more games on itch, but also because all Steam embeds from last year’s list broke and I’m too lazy to add links/embeds for everything this time around.
I’ve had a couple of people request hints or a solution sheet for How to make a good puzzle, so here it is. If you’re having trouble beating the puzzles, you can check the videos here for hints or the entire solution. Please use it only as a last resort.
The Rubik’s Cube. Sudoku’s. Video games. Puzzles are everywhere, but just how do you make a good puzzle—one that’s fun, and satisfying to solve?
I’ll explain this with levels from Sokoban, a puzzle game where you push boxes to the correct spaces on the grid. I’m demonstrating my points using this game, but they can be applied to most types of puzzles. Since puzzle design is subjective, your mileage may vary, but this is a good starting point that I’m also using for my own puzzle games.
The game I’ve been working on as part as an university project was announced recently, and I’ve been responsible for the UI and UX for it. It falls into multiple genre boxes, including “adventure”, “open world”, “zelda-like”, “farming”, and more. From the get-go, it was clear this project needed a lot of UI, and user friendly one as well. That’s where I come in, and use this post to explain what that process was.