Roguelike Radio

Episode 116: How to Design a 7DRL

18 snips
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.
Ask episode
AI Snips
Chapters
Books
Transcript
Episode notes
ANECDOTE

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.
ANECDOTE

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.
INSIGHT

Keep It Short And Approachable

  • Seven-day roguelikes must be approachable because players sample many entries.
  • Shorter, tighter journeys reward quick learning and replay instead of long grindy campaigns.
Get the Snipd Podcast app to discover more snips from this episode
Get the app