So what if I just take this and really heavily emphasize that point to construct every mechanic in a game? It creates, in my opinion, a very interesting gameplay loop. They have short runs with the idea of everything being challenging, and every hit has consequences. Roguelites in general are very much about risk-reward. I thought, wait, this is a really cool idea, but what if it was possible to construct an entire game around that concept? In Isaac there's something called "Devil Deals," which basically means if you do well in an area you have the chance to convert some HP into items and upgrades. Q: Where did that idea originate? I know we've talked about influences like Binding of Isaac, Hollow Knight.Ī: I think the whole idea of using HP as the main mechanic originated from when I was playing The Binding of Isaac.
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