
Roguelike Radio Episode 116: How to Design a 7DRL
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Feb 16, 2016 Diego Cathalifaud, a renowned roguelike developer known for titles like Powergrounds, and Santiago Zapata, aka Slash, a prolific 7-Day Roguelike participant, share their insights on designing roguelikes within a week. They discuss the importance of pre-jam planning, compact designs, and player testing. Slash emphasizes the challenges of adapting non-roguelike games, while Diego encourages refining mechanics through play. The duo also explores collaboration tips and the significance of embracing unconventional ideas for unique gameplay.
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Hoplite Began As Robots
- Doug started Hoplite as a space robot game and pivoted to a Greek theme within the first day.
- He drastically simplified scope and invented core mechanics like spear-throwing during the week.
Players Prefer Simple Signals
- Visible, simple signals beat complex hidden math for short roguelikes.
- Jeff Lait simplified probability into easy-to-understand hit categories for players.
Mosaic's Music Needed Iteration
- Darren's Mosaic music system initially sounded awful until he iterated and asked for help.
- Player playstyles made the soundtrack sound very different, revealing unforeseen audio interactions.


