As requested by Gbraga
Roguelike key traits: randomly generated stages, permadeath, turn-based combat (although Below is action-based)
About the start in 2009:"Creative director Kris Piotrowski dates the birth of the project in 2009, well before Sword & Sorcery." So actual coding might not have started until after S&S.
! Trailer here !
! Music here !
A wanderer with a sword drifting ashore with a boat enters a huge cave. What lies below?
Screenshots are in the mag, but I cannot post them obviously. Game is a timed Xbox One exclusive. Release: TBA
Game by Capybara Games
Roguelike key traits: randomly generated stages, permadeath, turn-based combat (although Below is action-based)
About the start in 2009:"Creative director Kris Piotrowski dates the birth of the project in 2009, well before Sword & Sorcery." So actual coding might not have started until after S&S.
! Trailer here !
! Music here !
A wanderer with a sword drifting ashore with a boat enters a huge cave. What lies below?
- Mysterious and foreboding atmosphere
- Project began sometime in 2009
- Players control a character, currently named The Wanderer, who is susceptible to perma-death
- Playing an extremely capable but fragile character "one mistake away from death"
- Not a game about a main character but a lot of characters (think Zombi U for example)
- Outside of several key rooms, most of the environments are randomly generated
- When a character dies, you don't go back to square one. Whatever you have discovered etc. thus far will stay
- Real-time action approach, but not comparable to Diablo or Torchlight: "For players to succeed, they must evaluate the enemy's capabilities, the surrounding environments, and the best moves and attacks provided by their currently equipped gear. The soul of roguelike battle planning and strategy is still there; you just have to do it on the fly."
- You are going to die because you made a mistake and not because the game is unfair. Not many weapons and moves, so you have to think carefully how to use them.
- 3 inventory slots: "Generally, the left hand is for defense items like shields, the right carries the primary offensive weapon like a sword and your back holds a large weapon or special item."
- Loadouts: E.g. Sword, shield, bow and arrow. More speed but less defense: daggers in both hands. Slower but more damage: Axe and hammers
- Not a loot grab, weapon choice is substantial
- Nontraditional multiplayer: If you watch the trailer closely, you can see more than one wanderer. You don't come together and start questing. Some parts are only influenced by your own progress, while others happen depending on the progress all the players make. "You just play the game and once in a while multiplayer things happen. You don't have to worry about it. You just go in and start playing. You're exploring and all of a sudden you might find yourself not quite alone in the depths."
- Onscreen messaging, tutorial etc. kept to a bare minimum
Screenshots are in the mag, but I cannot post them obviously. Game is a timed Xbox One exclusive. Release: TBA
Game by Capybara Games