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Roguelite game Idea (Forums : Ideas & Concepts : Roguelite game Idea ) Locked
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Dec 17 2022 Anchor

I'm in the process of designing my first game, a isometric dungeon crawler roguelite with RPG elements. Think of it as a mix of Hades' gameplay/structure with Diablo's gear/character progression, basically permadeath dungeon runs with rewarding loot.

The game will be co-op and have multiple character classes to choose from, each with their own unique abilities. You may do the dungeon run solo or with up-to 3 other players, thus difficulty will scale with the number of players present. As this is a rougelite, I'm still thinking about how to balance death in a co-op run, maybe a simpler "3 players means 3 deaths and it's Game Over" or a revive system where one player sacrifices his/her health to bring a friend back.

Gear will focus on altering playstyles rather than having stat boosts, for example: rather than a chest piece that "Grants 5% defense," instead you'll get a perk like "Releases shockwave after taking 5 hits." Gear will have levels attached to them that increases with use, and leveling up gear improves it's perk. Using the example above, "Releases shockwave after taking 4 hits" or "Releases a wider shockwave after taking 8 hits."

This is just a basic concept of the game, would you play a game like this?

Dec 19 2022 Anchor

rather than a chest piece that "Grants 5% defense," instead you'll get a perk like "Releases shockwave after taking 5 hits."

I rather get the defense cause it can save my character from death. Sure, shockwave after 5 hits could damage enemies but if the character is killed before fifth hit, it would be pointless. And there's damage from shockwave which may not be strong enough against current enemies.

I'm still thinking about how to balance death in a co-op run,

The simple rule might work for me but instead of choosing which rule for players, why not create multiple rules and let players choose which rule to play with?

Speaking of which, the ideas I have in mind are:

1. Survival aka all players die = game over. Revive potion or bonus might appear somewhere in the dungeon.

2. Linked health. All players have linked health so when one is hurt, all players will be hurt as well. This could also mean that players health = total health of each player. Revive potion is not needed cause simple healing potion and skill is enough.

3. Just like #1 but dead player autorevives at beginning of new floor.

4. Just like #1 but death of a player will give huge boost to remaining players. No revival is allowed until game over.

Each has pros and cons and each endorses and prohibits certain playstyles so you might need to analyze each rule deeply before making them.

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