3 ms·
Pretty thorough but with one disappointing gap (disappointing for me at least). While it does cover my game Dumuzid (probably the first roguelike focused around
by jere 6y ago
Pretty thorough but with one disappointing gap (disappointing for me at least). While it does cover my game Dumuzid (probably the first roguelike focused around multitile monsters) it skips over another I made a couple years later which is a little more notable for placing 1st in 7DRL 2018: DEAD FACE (a turn based bullet hell with hacking and multitile mechs). https://jere.itch.io/dead-face https://jere.itch.io/dead-face
Considering I made each of these games in a week I don't think making such mechanics is particularly difficult. At least not technically. They do require some new kinds of design challenges (how to deal with getting stuck, what's actually interesting about big enemies, representing tiles visually). It's a mechanic with a lot of unrealized potential.