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The game is largely based off of CCG mechanics, but not the way a traditional CCG plays so much. Items, skills, classes, and monsters each add their own unique mini-rules to the game, based off a larger set of common rules like Hearthstone. Superficially, it plays a bit more like Dwarf Fortress.

Funny comment about the permadeath - Rogue Legacy was exactly what made me realize I did not like unlocking. Nonetheless I'm aware of the drawbacks of permadeath, and I will do what I can to address the communities wishes (there may be various game modes for people who hate permadeath and want a progressive, traditional RPG). Spelunky is, and has been, my goto design influence for years (not the sidescrolling and platformer mechanics, but just the pacing of the game, how it handles various design choices, etc), I still consider it one of the best designed games of all time.



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