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Making a Roguelike RTS

Blogs > a11
Post a Reply
a11
Profile Blog Joined August 2007
Germany300 Posts
April 14 2023 14:15 GMT
#1
When I was playing Brood War, 15 years ago, I felt that getting better at the game was very stressful. There weren’t many ways to have a laidback experience and still learn. I ended up playing a lot of 3v3 Hunts.

In the 2010s I played a lot of Roguelikes, starting with Stone Soup and then enjoying some of the many modern releases. I grinded a lot of Risk of Rain 2 and eventually felt that I was really flowing with the game and that was really nice.

I think the nice thing about Roguelikes is that due to the extreme diceroll nature, it is always only about making the best of the situation. The AI can be very stupid -- the point is not *whether* you can beat it, but how fast/well you can do it.
In the runs that are totally chaotic with the most useless drops and all, I tend to have more fun than when I find 2 Energy Drinks on Stage 1.

All this gave me the idea of making a Roguelike that is also an RTS. I wanted to have this diceroll style gameplay for RTS elements… giving you different army compositions and you just have to make the most of it.

I’ve started uploading the game to itch.io this week, the basic concept is working and completing a full run takes already about 40 minutes. There are more than 20 different units, most of them relatively unique, and I hope I can add a lot more.

https://filmstars.itch.io/hypercoven

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