“isaac-like” isn’t about gameplay it’s about whether a game features poop and tarot cards
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'Bout the same usable width, too. Those luxotruk beds tend to have big fat wheel hubs in them. Kei truck beds are completely flat.
Earth is basically one of the most classic things to cunk on
If I was Dorian Gray I would proooobably fuck the painting
was falling asleep and i heard a skittering like RIGHT next to me and i think that it was probably just straight up Not Real but now i am wiiiide awake
hey okay wait question. whats the absolute lowest viscosity liquid. thinnest liquid in the damn universe
okay im going to bed now
also your roguelite doesnt need to have a split between passive items, active items, *and* weapons. gungeon can do it because its guns are the main focus and passive items are kinda in the back seat for the active gameplay; passives tend to have either simple effects that work on every gun or they’re for the metagame outside of combat, and the passives with complex and big impact effects *in combat* are still not passives that change how you attack. unless you recognize this you will end up with either very generic weapons that play identically and it’s unnecessary to have them exist as a separate category of items instead of just being a passive item that changes your default attack, or you’ll have split focus in development effort between weapons and items without having split what spheres of gameplay they affect, and the question will arise ‘why do half of the items in the game not work with the other half?’.
another thing; gungeon has ammo. gungeon also gives you a shitload of max ammo for your guns, gives you ammo refills often, lets you hold onto empty guns at almost zero opportunity cost, and lets you maintain a suite of guns for different targets and situations as well as letting you swap between them freely. if you want to have different weapons, and you want them to be meaningfully different -
(which you do. if you want generic samey weapons then don’t implement weapons. fuckin feature bloat for the sake of advertising. look it’s gonna slow down your development and leave a bad taste in peoples mouths especially if the item drops are balanced to drop equal numbers of items from different pools regardless of how many items are in each pool such that half of the item drops you see are 'take this sword. no take this dagger. no take this other sword that has slightly lower damage and slightly higher speed. no take the dagger again’ / '1911 vs Glock vs CZ75 vs Micro Uzi. each one does 5% less damage and shoots 5% faster than the last’)
- then players will want to use their weapons with meaningfully different mechanics for suitable targets/scenarios and will want to keep using a weapon that has meaningfully distinct mechanics which hit the spot for them and their preferred playstyle and the scenarios that they prefer to play in such a way as to encounter / drive towards as their endgame. if you must have depleting ammo/durability, don’t make the weapon break or make the player drop the weapon because repairs/ammo refills are too scarce to allow a player to hold onto their preferred item and they can only hold two weapons. you don’t make them drop passive items and with weapons you’re inventing a mechanic that is, to wit, 'you lose your favorite toys faster when you use them’. if you have partial ammo refills consider; is it enough to make it viable to go back to using a weapon immediately after refilling it, or is it only enough to restore it as a last resort but they’ll still need to use every random junker weapon to depletion until they get another junker and hold on to the good item without getting to use it.
i like watching youtubers who play roguelites but it must be known that they often are just so fucking wrong about what would improve the games theyre playing
YOUR ROGUELITE DOES NOT NEED MORE CHARACTERS. ISAAC DOUBLED THE NUMBER OF CHARACTERS IT HAD AND IT WAS WORSE OFF FOR DOING SO.
if you MUST have multiple characters, make their differences minor and eclipsed by the items you get during the course of the run. if you make each character truly different then either you don’t have enough variety in items because theyre generic enough to apply to characters with fundamentally different gameplay, you need to make an entire new item pool for every character (you’re not going to do this, and even if you could, you’d be better off combining all of them so that every run can have an even greater level of variety and novelty), or a ton of items only apply to the “real” character and the other characters are basically stuck playing exactly as they do from the start to the end of the run, in which case that character’s gimmick should just be another item for the real character instead of being a mechanic that takes a bunch of work and unique mechanics just to be unplayable because the character is playing an incomplete version of the game.




