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This looks quite good in the video, good work! You mention a few games as inspiring traits of Voxel Quest -- most of which are quite obvious -- including Heart
by lepht 12y ago
This looks quite good in the video, good work!
You mention a few games as inspiring traits of Voxel Quest -- most of which are quite obvious -- including Hearthstone. In what ways was Hearthstone an influence? Art style, or something beyond that?
Edit: Just finished watching the entire video, it really does look fantastic. I will say, the one off-putting part of your game design philosophy for me was the whole "no long-term progression" thing. I find the way Rogue Legacy handles this a beautifully rewarding mashup of the roguelike quick permadeath and the feeling of making overall progress in the game world.
- gavanwoolery 12y agoThe game is largely based off of CCG mechanics, but not the way a traditional CCG plays so much. Items, skills, classes, and monsters each add their own unique mini-rules to the game, based off a larger set of common rules like Hearthstone. Superficially, it plays a bit more like Dwarf Fortress. Funny comment about the permadeath - Rogue Legacy was exactly what made me realize I did not like unlocking. Nonetheless I'm aware of the drawbacks of permadeath, and I will do what I can to address the communities wishes (there may be various game modes for people who hate permadeath and want a progressive, traditional RPG). Spelunky is, and has been, my goto design influence for years (not the sidescrolling and platformer mechanics, but just the pacing of the game, how it handles various design choices, etc), I still consider it one of the best designed games of all time.
- deleted 12y ago[deleted]