
Roguelike Radio Episode 79 - Mobile Roguelikes
Sep 3, 2013
Tom Ford, a developer with expertise in mobile roguelike design, joins Eben Howard, an avid roguelike enthusiast, to discuss the unique challenges and opportunities of mobile gaming. They explore the importance of rethinking touch interfaces, advocating for intuitive controls over on-screen buttons. The duo dives into specific design innovations like WazHack’s side-scrolling mechanics and Dungeon Ascendance’s context-aware gameplay. They also emphasize the need for short, engaging sessions and effective inventory management to enhance player experience on mobile devices.
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Episode notes
Reimagining Roguelikes As 2D
- Mobile enables reinterpretation of roguelike layouts like Wazhack's 2D side-scrolling approach that still preserves core roguelike mechanics.
- Rethinking spatial format can yield new control paradigms better suited to touch devices.
Align Map Size With Touch Precision
- Match map size to visible area and control precision; large unseen ranges break mobile playability.
- If players must see only a small area, tune weapon ranges and enemy behavior to that window.
Reduce Cognitive Load For Short Sessions
- Mobile demands cutting non-essential mechanics like sprawling exploration or huge inventories to reduce player memory load.
- Short, focused sessions benefit from limiting context the player must remember between plays.
