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"The Superfluous" [soo-pur-floo-uh s] A cave-diving, sci-fi, rogue-lite, platformer with jet packs and lots of explosions. Help stop an apocalyptic asteroid on collision course with Earth. Local co-op and game-pad support planned.

Post news Report RSS IT'S ALL ABOUT THE GAMEPLAY

Gameplay. You can have the coolest looking game, with the best soundtrack, and a kick-butt story; but if the game isn't fun, you failed. Gameplay is everything.

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Gameplay. You can have the coolest looking game, with the best soundtrack, and a kick-butt story; but if the game isn't fun, you failed. Gameplay is everything.

My Take on Rogue-likes:
I've like Rogue type games for a long time now.ROGUELIKE WIKI. Today we have seen an explosion of rogue-like games from indie game devs. Of course, if you really think about it, Rogue games were probably made because of the limitation of saving large amount of character and level data with 1980's tech :).

The best games I think are those that make death a real penalty, but also rewards players time some way. Examples:

  • Type A: Player dies and loses everything (no saves). The player starts over with no real advantage except knowledge gained. Only the best will finish your game. Traditional Rouges
  • Type B: Player dies and loses nothing (maybe some currency or a little XP) and is returned to a previous save or checkpoint. Anyone can finish the game. Most current RPGs
  • Type C: Player dies and loses player progress. Somethings are saved; game or level progress general upgrades or maybe gold. Allows the best and/or the most persistent to finish your game. A blend between new and old

I prefer type C games. If designed correctly you can reward the hard-core players that finish the game the fastest with achievements or some sort of scoreboard. At the same time, you allow most people the chance to finish your game (it just might take them longer) regardless of skill level.

Most rogues-likes aren't known for their story (because so few finish the game to know the complete story), but with type C games I feel like the story can take more of a prominent role.

Our Game
Anyway... 'The Superfluous' is a type C Rogue-like; or what I like to call a rogue-lite. You start the game with a small crew and go on cave dives. If a crew member dies while on a dive that crew members level goes back to zero. This makes it possible to successfully complete a dive and return with the loot, but still suffer the loss of the crew's death.

Levels reward crew with a random powerful perk (+max health, faster firing, faster reload, explosion proof, spike proof, etc). If all your crew dies on a dive you lose all the crews levels and perks as well as any loot you collected during that dive. You keep all the previous upgrades, the crew members you unlocked, and the 'check points' unlocked from previous dives.

So at the end of each level you make the critical choice: do I go back home or do I try my luck on one last level?

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www.thesuperfluous.com

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