Roguelikes, Persistency, and Progression | Game Maker's Toolkit

Title:
Roguelikes, Persistency, and Progression | Game Maker's Toolkit
Description:

One of the biggest decisions for any developer making a roguelike, is whether or not to add persistent upgrades. Should every run be the same, like Spelunky? Or should your character get more powerful over time, like Rogue Legacy? Let’s look at the pros and cons of both approaches.

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Games shown in this episode (in order of appearance)

Enter the Gungeon (Dodge Roll, 2016)
Rogue (A.I. Design, 1980)
Monolith (Team D-13, 2017)
Crypt of the NecroDancer (Brace Yourself Games, 2015)
The Binding of Isaac: Rebirth (Nicalis / Edmund McMillen, 2014)
Spelunky (Derek Yu, 2012)
Rogue Legacy (Cellar Door Games, 2013)
Dead Cells (Motion Twin, 2018)
Slay the Spire (Mega Crit Games, 2019)
FTL: Faster Than Light (Subset Games, 2012)
Call of Duty: Infinite Warfare (Infinity Ward, 2016)
Flinthook (Tribute Games, 2017)
Nuclear Throne (Vlambeer, 2015)
NetHack: Legacy (FrozenCrate, 2018)
Downwell (Moppin, 2015)
Hades (Supergiant Games, 2020)
Into the Breach (Subset Games, 2018)
Invisible, Inc. (Klei Entertainment, 2015)

Music used in this episode

Curiosity - Blue Wednesday (https://soundcloud.com/bluewednesday)
Spelunky soundtrack - Eric Suhrke (https://phlogiston.bandcamp.com/album/spelunky)
Donut County soundtrack - Daniel Koestner (https://open.spotify.com/album/6SFBSlMnqv8xd2aQcagqaq)

Other credits

Zero Deaths Victory! World First! World Record! [Rogue Legacy] | ZorsYT
https://www.youtube.com/watch?v=uVpx3QpC6NM

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Video Language:
English
Duration:
11:37
http://www.youtube.com/watch?v=G9FB5R4wVno
Format: Youtube
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Original
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Added   by Mark Brown
Format: Youtube
Primary
Original
Synced