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Design Philosophy and Research to make it Roguelike

Design Goal

Shift gameplay from a hypercasual game to be more rogue like.

Methodology

Which other free to play Rogue like games are there?

Game 1 - Vampire Survivors

UI Flow -

1. Starts with main menu -

2. Next is Character selection -

3. Level plays -

4. I died -

5. Results -

Goal of this game -

Survive for 30 minutes.

Settings menu in this game -

Options that might be relevant to typestroid in the settings panel -

Game 2 - Shattered Pixel Dungeon

UI Flow -

1. Starts with Main Menu -

2. Next is Character selection -

3. Loading screen with lore or tips -

4. Gameplay -

5. I died -

What works about them?

Game 1 -

Lack of level or map selection in the beginning makes it feel less overwhelming for newer players.

30 minutes is a decent target to work towards.

What doesn't work about them?

Game 1 -

Players must reach level 20 in stage 1 to unlock the next map. This lack of level or map selection makes it feel duller the more you play (if you aren't good at the game) as new maps are locked behind DLC that need to be bought.

Aspects that can be used in Typestroid

Timings that felt good in the games I played -

  1. In Game 1 the first powerup was offered to me afer 40 seconds and the next one at the 90 second mark.