6 Comments

Loved reading this! As someone who's making a roguelite without combat it was good to be reminded about why combat is usually part of the recipe. When I saw your diagram about Player Health vs Enemy Health I felt compelled to write it out again for our game. I find it trickier to phrase in a context where the whole environment and gravity is your enemy (it's a climbing game).

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That is exactly my experience as well, I actually started to dig in the topic because I was trying to figure out stuff on my (mostly) non-combat rogue-lite! I don't think enemies are mandatory, it's just the most common conflict but a "human vs nature" or even "human vs self" can work too imo.

The offense/defense axis is strong to create interesting progression dilemmas & give a feeling of depth (in all sorts of games actually) but there is a lot more to explore :)

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Very interesting comments, both of them. I really liked to hear more on those non-combat rogue-lite!

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Would love to have a proper chat about this with you and to hear about your game

Hope dev is going well!

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Very good artcile! Do you have any further reading on this topic?

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author

Not specifically, but if you’ve got specific questions/terms, I found that Reddit often has interesting discussions (Google has few blog results)

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