![]() Some paths will be shorter but harder, or maybe the foes there will be more suited to your playstyle. For instance, you could reach the dungeon, by taking on either the ramparts level or the sewers. Instead of the regular, rigid progression between levels, we would rather leave some room for the player to choose their path. Yet, we also wish to add our little something something to the classic recipe of a Roguelike map. We're aiming to offer a different experience in each and every run and still give the world a meticulously handcrafted feel. Procedural generation is also a great way to provide a fair amount of diversity, while we make sure the level design always stays fun. We especially love the threat, adrenaline and that addictive feeling of having no checkpoints to save you from your screw ups. We're huge fans of Roguelikes and Castlevania… So it was only natural for us to give birth to their bastard son, the Roguevania. Exploration: Secret rooms, hidden passages, charming landscapes. ![]() Tired of the stinking sewers? Why not take the ramparts? Nonlinear progression: Unlock new levels with every death, take a new path. ![]() Roll roll roll your boat gently down the stream…
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