
Roguelike Radio Episode 115: The Curious Expedition
Feb 5, 2016
Riad Djemili, programmer and co‑creator who built systems and scripting. Johannes Kristmann, designer and co‑creator who shaped design and art. They talk Victorian expedition setting and procedural roguelike fit. Pixel art choices and evolving visuals. How iteration, community feedback, replayable exploration, and fantasy elements like dinosaurs shaped the game.
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Episode notes
Ship Early, Iterate Often
- Release early and update frequently to change your perception of your work and build community trust.
- Use regular updates to get feedback and maintain motivation while shaping the game.
Setting Drives Mechanics
- The setting led them to roguelike mechanics because procedural generation preserves exploration value.
- Permadeath fit the theme by creating genuine risk and surprise on expeditions.
Use Art To Invite Imagination
- Use pixel art to invite player imagination and produce art efficiently within constraints.
- Pixel art can convey tone while reducing production overhead for backgrounds and events.


