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In today's dev-log of "Sentimental K", we are going to talk about how our team put efforts to integrate rogue-like elements inside "Sentimental K".

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Sentimental K Devlog #2 - Rogue-like

Hello folks!
We are team "ForDays" in the development of a Rogue-like Action game "Sentimental K".

In today's log, we are going to talk about how our team put efforts to integrate rogue-like elements inside "Sentimental K".

Find out more about Sentimental K by searching on Steam store page.
Click here to meet Sentimental K on Steam
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What is the Rogue-like genre?

Rogue-like is a subgenre of games that inherits the features and systems of Rogue.
Rogue-like game is characterized by permanent death, character-driven, procedurally generated levels, turn-based gameplay, tile-based graphics and so on.

The core features of the Rogue-like genre that we adopted are:
1. Each gameplay is completely random via procedurally generated levels
2. Repeated gameplays by permanent death


Having a random element means that each gameplay will be uniquely different
And our game "Sentimental K" also includes many kinds of random elements.

1. Battle System (Map / Monsters)

During the gameplay, players will travel through multiple consecutive rooms.
While traveling, players must defeat various types of monsters to proceed with your journey further.
However, you won't be able to predict which kinds of monsters you will face until the actual encounter.
Sometimes traps may await, or a very strong enemy may show up.
Even though it is difficult to predict what will come next, preparing for the next enemies would be helpful for survival.

<Different kinds of monsters in-game>

2. Non-Battle system (Encounter / Vending machine / Rest camp)

Not every room consists of battle areas.
Occasionally, players will encounter events or vending machine, which you could spend golds picked up from defeated enemies.
You can also take a rest at a campsite to restore life and increase the character's stats.
But don't let your guard down! Random elements are also part of these harmless areas. So please make the best judgment depending on the situation.

<In some cases, running away could be a good option.>

3. Farming system (Gold / Weapon / Skill / Artifact)

As your journey proceeds, players will acquire various goods
Players can acquire weapons with randomly assigned level and type, and can also acquire skills randomly assigned grade.
When you obtain the desired artifact unexpectedly, it will be more than a pleasure.
Earn more golds, get a much stronger weapon, well-organized skill-set, more helpful artifacts to reach the end of your journey!

<Even though the class of artifacts is the same,
there are artifacts that better suit player's current situation.>

Permanent Death

The word may not be clear to understand, but it simply means that 'Lose everything upon death'.
Weapons, skills, goods, and stats acquired during play are all lost upon the player's death.
Because you won't be able to reload the saved data after death, players must play carefully.
Through this system, the player's immersion is maximized and accumulated play experiences and judgments will lead to better results in the next play.

<Death is not the end. It is only the beginning.>

Accomplishing various achievements while playing will unlock new weapons, skills, and artifacts.
However, repeated plays won't strengthen the main character's stats permanently.
Instead of the main character's growth, the player's growth will give greater immersion to the game.

We will wrap up our third dev-log by introducing the in-game battle scene against the new elite monster implemented last week.

<Sentimental K: 30s In-game battle scene vs. elite monster!>

Contact: Lee Dongmin fordays2020@gmail.com

Copyright 2020. Fordays Co., Ltd. All rights reserved.

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