The Dwarven Weeaboos Kickstarter has ended (435% funded!) and we’re now working on the bonus content and getting the game out the door to ship to our backers. While it’s still fresh in my mind, I wanted to write down a couple of reflections about the project and how it went.
In Crypt of the NecroDancer all movements and actions by player and enemy alike can only happen on the beats of the song on each floor. Enemies and obstacles have a pre-determined pattern of movement, so knowledge, quick decision making, and a sense of rhythm are all necessary to reach the stairs tile leading to the next floor. Normally, the game will randomly generate a dungeon for the player to delve through, but there’s also a custom map editor built into the game. This article will discuss some of the design philosophies I’ve discovered as I worked on Chamber 17 a custom map I made. If you have the game, I’d encourage you to play through it before reading this because most of these ramblings will probably make more sense that way.
In a previous post, I made a spoiler post about a game I was working on. That game went by the project name “Arena of Mythos”, and I’ve since decided to sunset it. Arena of Mythos was my first serious game design project, so there was lots of lessons I learned while working on it. Here’s a few of them: Continue reading