How to Fail at Making a RogueLike

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  • Опубліковано 23 вер 2024

КОМЕНТАРІ • 511

  • @eovius
    @eovius 11 місяців тому +1825

    I know that the "how to fail" gimmick is often used jokingly, but it is often more useful to look at what failed rather than what succeeded to avoid a Survivor bias

    • @Artindi
      @Artindi  11 місяців тому +276

      Looking at what does well is super great, but looking at what does poorly is often just as helpful. :)

    • @viniciusschadeck4992
      @viniciusschadeck4992 10 місяців тому +21

      i like survivors, you mean, like vampire survivors? that shit is GREAT. Or you mean, other time of survivors and i don't get it?

    • @Artindi
      @Artindi  10 місяців тому +140

      @@viniciusschadeck4992 Survivor bias is when people focus only on what succeeds and overlook what does not, sometimes resulting of a false conclusion of how the results came to be.

    • @viniciusschadeck4992
      @viniciusschadeck4992 10 місяців тому +12

      @@Artindi i totally are thought about other stuff LOL

    • @Aedi
      @Aedi 10 місяців тому +25

      ​@@viniciusschadeck4992its useful to consider the chance of survivors bias.
      A lot of successful games having thing X doesnt mean that thing X is necessarily the key to success, it could be that a whole lot of really bad games have it too, and its not necessarily good or bad
      or potentially it could even be actively bad, but the good things the successful ones outweighed it

  • @RiptideDev
    @RiptideDev 2 роки тому +3024

    Instructions unclear, accidentally developed Hades

    • @Artindi
      @Artindi  2 роки тому +960

      Sorry, , but just stick to it man, it happens to the best of us, sometimes we make a Noita, and sometimes you can turn out a Spelunky, but just keep trying and I'm sure you can make something no one will care about eventually.

    • @vizthex
      @vizthex Рік тому +292

      hell of a game.

    • @nobleninja94
      @nobleninja94 11 місяців тому +104

      @@vizthexis… is that a pun?

    • @vizthex
      @vizthex 11 місяців тому +77

      @@nobleninja94 yes.

    • @dilutioncreation1317
      @dilutioncreation1317 11 місяців тому +65

      Finishing Hades is a great wake up call. "Oh wow, the credits keep going and going and going"
      Sea of stars as well.

  • @rubles3143
    @rubles3143 9 місяців тому +309

    Don't forget to throw in the possibility of RNG completely destroying any hope of continuing a run! Gotta keep the good players on their toes, by negating all skill with a luck wall!

    • @ethanhayes7038
      @ethanhayes7038 9 місяців тому +14

      Ah, the Binding of Isaac approach.

    • @rubles3143
      @rubles3143 9 місяців тому +18

      @@ethanhayes7038 I was more thinking of traditional rogue likes, like Dungeon Crawl Stone Soup or Tales of Maj'Eyal, where sometimes you can just get a bad hand, and have a couple very strong enemies spawn too early and destroy you.
      (mostly an issue with DCSS, because TOME4 has counterplay to bad RNG, and potential revives, but it's still present)

    • @110montauk8
      @110montauk8 9 місяців тому +8

      Ah yes darkest dungeon approach (though the RNG can also work in your favor when your dudes survives multiple death door check back to back)

    • @Veldazandtea
      @Veldazandtea 9 місяців тому

      Reaching the end of the game the player comes across a wall that rolls a 1D100000 dice. which requires the dice to land on the highest number. Furthermore to reach the end of the game takes a very very long time. Each run taking 1000 areas to teach the end of the game to even have a single roll to try and get past the wall. And if the roll fails it's right back to the start of the game again, with zero upgrades and not keeping any items from privious runs.
      ... That could actually be a good game if done right.

    • @RogerTheil
      @RogerTheil 8 місяців тому +12

      Great way to fail: Introduce RNG elements arbitrarily but also inconsistently, in parts of the game that rely on core game mechanics, and put little or no thought in how the RNGs are generated. Random.Range is more than good enough for these functions. That way, the game will feel hard no matter your skill level!

  • @elfrangofrito
    @elfrangofrito 11 місяців тому +447

    Thank you for reminding me to reexamine every single one of my game design decisions in excruciating detail

    • @Artindi
      @Artindi  11 місяців тому +54

      Oh, happy to help. :)

  • @SpikeStudio
    @SpikeStudio 11 місяців тому +771

    i think its time to make a frustrating roguelike with items that dont tie into eachother, and requires extreme reflexes in an arena with no random generation

    • @Artindi
      @Artindi  11 місяців тому +92

      Exactly! That's what I'm talking about!
      Actually if you do it right it could be fun, come to think of it. :)

    • @ulenix
      @ulenix 11 місяців тому +19

      Maybe if it wasn't defined as a roguelike, I think maybe it could be good

    • @Jikkuryuu
      @Jikkuryuu 9 місяців тому +38

      Ah yes, an arcade game! XD

    • @FloatingOer
      @FloatingOer 9 місяців тому +11

      That basically already exist, it's called Hotline Miami

    • @super_manul1167
      @super_manul1167 8 місяців тому

      ​@@FloatingOerit's more strategy than reflexes

  • @EdKolis
    @EdKolis 10 місяців тому +169

    I like how you both roasted and validated the roguelike community here.

    • @Artindi
      @Artindi  10 місяців тому +36

      One of my greatest achievements. ;)

    • @ckorp666
      @ckorp666 9 місяців тому +17

      guys with the berlin interpretation tattooed on their backs sobbing tears of joy as their decade-long passion project gets its third download

    • @EdKolis
      @EdKolis 9 місяців тому +12

      Meanwhile a roguelite first person shooter called Rogue 2 gets half a billion dollars in sales its opening week

  • @druidofpies
    @druidofpies 8 місяців тому +26

    “Just add a dash mechanic and call it good” God this is so incredibly, painfully accurate. Seems like every dang game nowadays has a dash and it feels like something the devs thought was a “must have” rather than it actually complementing gameplay and movement mechanics

    • @jeremiahrosa1329
      @jeremiahrosa1329 Місяць тому

      I like dashes tho, they feel nice and that’s probably why. But it always feels cool when someone implements something different (especially when they do it well)

  • @AngeloAnderson646
    @AngeloAnderson646 Рік тому +240

    I would love to see how to fail at making a boomer shooter or doom clone. This is honestly a great way to learn though at what mistakes you shouldn’t make!

    • @Artindi
      @Artindi  Рік тому +40

      There are so many categories I want make a how to fail video for. One day I'll have the time. :)

    • @therealwhite
      @therealwhite 4 місяці тому +2

      Oh that one's easy. Prodeus

  • @abhinavkuruvilajoseph9274
    @abhinavkuruvilajoseph9274 2 роки тому +88

    This is the funniest series of videos on gamedev. Actually If we take pointers from it to what not to do then we could actually make good games. It is very educational if looked from the correct prespective

    • @Artindi
      @Artindi  2 роки тому +8

      yeah, hopefully pointing out the dumb things we do sometimes will help us recognize them before we do them. :)

  • @Kirn.
    @Kirn. Рік тому +63

    A lot of roguelikes and games in general nowadays just don't know how to make enemies fair or proper player scaling. They just throw bullshit at you and then when you die the response is "lolmao you're just mad you died skill issue"

    • @EdKolis
      @EdKolis 10 місяців тому +15

      And roguelites are like, lol, keep grinding and you'll beat it eventually!
      And mobile games are like, lol, pay $1.99 for a boost and you'll beat it!
      And AAA games are like, lol, turn the game to casual story mode!

    • @maglev957
      @maglev957 3 місяці тому

      The Binding of Isaac: Repentance

  • @AlexitoDev-bl9cg
    @AlexitoDev-bl9cg 10 місяців тому +19

    I like the creative way you're using to show how a decent game should feel like

  • @bodamat
    @bodamat 2 роки тому +179

    I love videos about hot to fail. It's really funny, but also informative :D I really want to see more videos like this and would be good to see about tower defense games :)

    • @Artindi
      @Artindi  2 роки тому +15

      That might be good, I'll have to learn more about what actually makes a TD game good first though. But eventually I'm sure I'll make an episode on that.

    • @bodamat
      @bodamat 2 роки тому +1

      @@Artindi I'm very appreciate that

    • @Just_Poncho
      @Just_Poncho Рік тому

      Agreed, they are a pain in the ass to write, but they are easily worth the pain.

  • @lorigulfnoldor2162
    @lorigulfnoldor2162 9 місяців тому +10

    I just love how your videos are slowly pushing me towards the BEST way of failing - towards never trying =) You make it sound so hard and hopeless, that giving up seems more and more of an option rather than an excuse! /j

    • @Artindi
      @Artindi  9 місяців тому +10

      Don't give up, game dev is hard, but seeing the ways others have failed can actually help you avoid the same pitfalls, that's all this series is about really. :)

  • @renanazevedo9165
    @renanazevedo9165 4 місяці тому +1

    Hello, I'm Brazilian, and I liked your video style, and I'll follow more content like this, thank you very much for making me laugh!

    • @Artindi
      @Artindi  4 місяці тому +1

      Happy you enjoyed it! :D

  • @hdckighfkvhvgmk
    @hdckighfkvhvgmk 10 місяців тому +31

    This one is especially interesting to me because of how well-regarded FTL: Faster Than Light is yet it does over half of the things listed in this video (I myself have 1500 hours in it), especially if you compare the base game to it's largest overhaul mod "Multiverse" which mostly attempts to patch up most of the "failures" of the base game (including some that aren't even mentioned in this video, such as losses that are out of the player's control or having the game end in the same place always), yet there are some people who are like "no we don't like this we want more similar to vanilla FTL."

    • @bobthebox2993
      @bobthebox2993 8 місяців тому +3

      FTL also succeeds at a lot of these though. Items, upgrades and crew members do combine in different ways that allow for different approaches and some enemies interact directly with these different attack approaches in meaningful ways.
      A run where you focus on boarding enemy ships, might give you trouble when you cross paths with an automated ship, unless you're boarding with lanius crew, in which case it's basically a free win. Some ships are really weak against drones, while others might have a lot of ways to fend off your drones.
      The main issue is that there are a few weapons that are clearly better than the rest. (Looking at you, Flak Cannon Mk I)

    • @hdckighfkvhvgmk
      @hdckighfkvhvgmk 8 місяців тому +7

      @@bobthebox2993 The #1 thing FTL fails at (from this video) is the "impossibly high skill ceiling" part and generally needing to pour dozens of attempts in to memorize a lot of the events. I didn't say that FTL failed at everything here though, it's obviously a good game but it just surprises me that it succeeded despite these very glaring problems. Some people are just masochists though.

    • @Rybakov22
      @Rybakov22 8 місяців тому +1

      @@bobthebox2993
      Burst Laser Mk II.

  • @RobLang
    @RobLang 2 роки тому +17

    Haha! That's excellent. Particularly laughed at wasting time arguing about definitions.

    • @Artindi
      @Artindi  2 роки тому +4

      guilty.... :/ Glad you enjoyed!

  • @DiSyllar25
    @DiSyllar25 Рік тому +13

    Lol great video. I'm actually working on a Roguelike and this is helpful, makes me realize some things you mention in the video that I wasn't aware I was doing like doing certain things because that's how other roguelikes do it, basically trying to fit my game into the genre instead of making it the way I want as you said.

    • @jeanremi8384
      @jeanremi8384 4 місяці тому +1

      Same here, except i am at the planning phase and i was leading the game towards a bad direction.

    • @darienb1127
      @darienb1127 4 місяці тому +1

      Don't let a genre define what a game should be. Some of my favorite games are the ones that blur genres together to make something weird and interesting.

  • @IndieGamingRoguelikes
    @IndieGamingRoguelikes 29 днів тому

    Oh wow great video! I don't know if I like more the minimalist art style of the video or the music that absolutely collides with the feelings you have while playing roguelik/tes 😂
    Thanks for the non-white background I think that It could destroy me, nice touch.

  • @ldfinn990
    @ldfinn990 8 місяців тому +10

    the part i love about this series is that by simply thinking about what he says in reverse it becomes a tutorial on how to make a GOOD GAME. thats right. this is actually a tutorial on how to SUCCEED in making games!

  • @RealNyanax
    @RealNyanax 7 днів тому

    Watching these videos after already starting on a game makes them feel like personal attacks sometimes

  • @paulvictor7489
    @paulvictor7489 9 місяців тому +3

    That first point is so good... and I think that's something I started as such a victim of... Trying to pick a genre first... now I understand, games are just games, genres are just catergories we put them in to define them, but you can take aspects of many genres in one game and still have it work.

  • @Ali-in-the-goblin-cave
    @Ali-in-the-goblin-cave 11 місяців тому +8

    Thought this channel had way more subscribers than it does, great work! It's like terrible writing advice but game dev!

    • @Artindi
      @Artindi  11 місяців тому +6

      Only as I was making the first episode did I realize the similarities, hopefully I got my own spin on it though, while of course taking inspiration! :D

  • @voodoo5191
    @voodoo5191 8 місяців тому +5

    I remember one time I made a small roguelike game and the way items worked was similiar to risk of rain, you could get multiple of the same item and your items could activate other items and at some point in the game you would get so absurdly op that your items activated constantly until your target was dead

    • @shoom7666
      @shoom7666 7 місяців тому +1

      oooh that sounds fun is it on the internet

  • @superexplosion5985
    @superexplosion5985 4 дні тому +1

    A rougelite that I think followed all of these steps perfectly is: Splatoon's Side Order DLC

  • @cloudenvying
    @cloudenvying 8 місяців тому +2

    very nice! hope to see deckbuilding games to this series

  • @johnlewis794
    @johnlewis794 10 місяців тому +3

    Love to see more faces in this space. Great content!

    • @Artindi
      @Artindi  10 місяців тому +1

      Thanks!
      But you never saw my face..... did ya. ;)

  • @isaacvale918
    @isaacvale918 3 місяці тому

    Honestly, alot of the issues you laid out I actually like 😂

  • @phorchybug3286
    @phorchybug3286 8 місяців тому +1

    2:37
    Return of the dashing gentleman.

  • @SpasmanGaming
    @SpasmanGaming 9 місяців тому +2

    i cant break up the long empty hallways without making more long empty hallways

  • @prestonsmorg2098
    @prestonsmorg2098 2 роки тому +4

    The very first one helped me the most. Thank you. But I did actually want a rogue like because it’s the hardest. The combinations my dude…

  • @burnv06
    @burnv06 5 місяців тому

    The “empty room with no random generation” is becoming weirdly common these days for some reason
    Other than that, great video. I’m starting work on a roguelike myself and this inspired me to rethink some design decisions

  • @thewaterleaf7929
    @thewaterleaf7929 2 роки тому +7

    0:20 fighting games, which require years to make and balance even at lower levels of polish:...

    • @Artindi
      @Artindi  2 роки тому +5

      This is true! A fighting game for sure takes some incredible amounts of balancing, and I suppose any Moba would too, especially if different options are provided for playable characters or units. Great point! :D

  • @GameDevJourney
    @GameDevJourney 2 роки тому +3

    SO glad I stumbled upon your channel, Artindi - LOVE IT LOVE IT LOVE IT!

    • @Artindi
      @Artindi  2 роки тому +2

      I'm so glad you stumbled into my channel as well! Hopefully I keep making great content for you! :D

    • @GameDevJourney
      @GameDevJourney 2 роки тому +1

      @@Artindi I'm sure that you will, I will be here watching your back catalogue so long!

  • @blarvinius
    @blarvinius 7 місяців тому

    On point, direct, and helpful. With this advice, I can surely fail.

  • @mouhiazeck
    @mouhiazeck Рік тому +4

    The "try to fail a little less next time" strategy is exactly how I've been playing rogue fable 3 but i don't think that's intended ;-;

    • @EdKolis
      @EdKolis 10 місяців тому

      You mean that's not how you're supposed to play roguelikes?

  • @zerarch77
    @zerarch77 8 місяців тому +1

    Make sure your weapon and item descriptions are just flavor text so the player has to open a wiki every time they find something new to make basic informed decisions.
    Make sure there is no reliable way to heal damage. After all, taking damage in a highly random game is ALWAYS the player's fault.
    Make sure the weapons the player finds vary dramatically in power, and balance enemy health against the strongest weapons the player will almost never have.
    Make sure NPCs that might help or even provide tradeoffs are randomly absent from 90% of runs.
    If there's a way to skip the early game, make sure unlocking it is more difficult than beating the game normally, or make it a secret the player will never find.

  • @jeanremi8384
    @jeanremi8384 4 місяці тому

    Welp, I was literally about to do half of what was in this video. Thanks

  • @yarn1471
    @yarn1471 8 місяців тому +1

    It would be fun to see how to fail at triple A developement, as an executive

  • @leonardoxavier1481
    @leonardoxavier1481 6 місяців тому

    This playlist (How to fail at...) saved my night after a boring and tiring day of programming stuffs that I don't even know if they're going to work properly!

    • @Artindi
      @Artindi  6 місяців тому +1

      Happy I could help, and best of luck with your programs. :)

  • @tormarlin2378
    @tormarlin2378 2 роки тому +17

    [Insert Self-Esteem Boosting Comment]
    I really enjoy this series. Always funny.
    Actually had some time to pop in and watch the premiere.
    I need to get back into game dev so I can start failing too! 😄

    • @Artindi
      @Artindi  2 роки тому +4

      Glad you could make it! Even if you don't do a lot, game dev is always a great hobby, even if you fail. :)

  • @redwings13400
    @redwings13400 3 місяці тому

    Make sure that the gameplay at the beginning of the roguelike is exactly the same as the gameplay at the end of the roguelike, but with bigger numbers. Nothing brings the player a better feeling of progression than doing 10000 damage to a million health enemy, when they were doing 10 damage to a 100 health enemy earlier in the game. As we all know, this is the best and only way to make sure the player knows they are growing while fighting stronger enemies.

  • @TrulyAtrocious
    @TrulyAtrocious 9 місяців тому +1

    This man just roasted the fuck out of the entire concept of Geometry Dash

    • @tropport
      @tropport 21 день тому

      Ah, yes, my favorite rougelike

  • @Rajin90
    @Rajin90 3 місяці тому

    Here's another way to fail: give the player 2 upgrade options after a stage, both of which are antisynergistic to the player's chosen class. This way, he has to pass and get a measly 10 or 20 gold as compensation. Surely feels great.

  • @viniciusschadeck4992
    @viniciusschadeck4992 10 місяців тому +1

    I'am creating a rogue like for about 8 months now
    I have no much content, but i only make it on free time, at least i have random generate maps using seed base algorithm, each time for default get a timestamp, them turn it into a seed value and generate about 4 different values, each value i use for something, and actually i use only some portions of each value for specific stuff. Main value generate a raw 2D map, second one i use to generate rivers, the third i use to spawn random paths along the map, the last one is used to generate interesting places.
    My game has low AI for now, they just can do simple and complex move, simple sample is run to the target, mostly the player, complex one is like, prepar slam attack, moving backwards from the target, always aimming to the target, when reach a minimum distance, start slam running the target, with no real control of direction, just run straight for certain amount of time, then back to others behaviours as straight go to target. Also, randonly jump aiming target, and repeat it random times as a slime bursting little jumps all other to hit target, but with high inaccurrate aim and have a breath time then back going afterwards the target. My itens for now are kinda normal, i mean, i have only 7 controlable itens for now, sword club, spear, also bow, chakram and throwable hammer, the last one is a default attack fist attack item. They all can be use for the player as well humans enemies. I want to make more fun itens like fire stuff poison stuff and soo on, but i'am working on enemies IA to properly use human itens when the enemy is human, soo far, almost done, need test item cost to use working well on enemies and drop the enemies invetory on death. Then i have to finish my demo boss, that will be a mini boss on version 1.0. The deadline of my game first demo is now end of year, but maybe i not handle it in the schedule. Soo, i hope keep on date, even not making some quality of life improvements, i have done all art by myself, but because of it, is a really low quality graphics for now. And sound is even worst, because is literally me speaking for now. But if i finish my boss, i hope make some extra itens, ooohhhh by the way, my game has others itens as armours like stuff, you know, boots, helmets armor itself, and they had properties as well, also has levelup and you can levelup some stuff on each match, this all is working and just need add more content in the future. It is fun? I don't know, but a friend of mine take a old version and play more than a hour straight, he was trying to beat my placeholder boss and actually did it over a hour and half after, using just my initial itens, that was insane because i did a single entity with 1000 health and itens make 1-5 damage on that point, but the entity regens 1 healthpoint each second, soo i used that to test attacks and him just get hitting the boss until kill it LOL

  • @JJ-rp3ny
    @JJ-rp3ny 9 місяців тому +2

    this is how Neon Abyss was made

  • @FloatingOer
    @FloatingOer 9 місяців тому +1

    So basically "Hotline Miami"? Reflex/precision based combat, super hard, static levels, weapon veriety is mostly just cosmetic, few enemy types, and camera tilting back and forth with shifting colors to get that nausia feeling. Great game though 👍

  • @swagilini2307
    @swagilini2307 2 роки тому +2

    I love the art man, keep it up!

  • @C1yde902
    @C1yde902 9 місяців тому +1

    Seems like the Neon Abyss devs based their entire design philosophy on this video

  • @adjsmith
    @adjsmith 5 місяців тому +1

    did you just describe the development cycle of risk of rain 2

  • @Swagpion
    @Swagpion 6 місяців тому +1

    Vampire survivors is called a RougeLike by the devs. But it doesnt have much weapon sinergy, everything just destroys in a different way. And there is no random generation, most of the maps just loop. Heck the enemies arent even random. And the upgrades you can get, are mostly just small stat boosts.
    They failed at being a RougeLike, but succeeded in being a Bullet Heaven.

    • @Artindi
      @Artindi  6 місяців тому +1

      yeah, and they've pretty much succeeded at creating a new genre being called "survivors like" spawning a bunch of copy cat's and even legit games based of that game play loop.

    • @Swagpion
      @Swagpion 6 місяців тому +1

      @@Artindi I personaly dont like "Survivor Like" as that name feels a little to much like survival (a very different genre) for my liking, also it sounds little too much like the game is inspired by Surviverio, which is a cheep copy of Vampire Survivors.

    • @Artindi
      @Artindi  6 місяців тому

      @@Swagpion I relate to that, I don't really like it either, but they didn't ask me when the world decided it was a thing. :/
      Side note: it's "SurvivorS like". with an S at the end, but yeah, still sounds too close to a plan old survival if one isn't paying attention.

  • @andrewgreeb916
    @andrewgreeb916 9 місяців тому +1

    Funnily enough the roguelike I've put the most time into, the wild dark, actually checks a good few of your failure points, with large amounts of repetition, but consodering the game makes you have to start from scratch and survive long enough to even consider tackling the bosses to get critical tools required to challenger even harder environments and bosses to eventually be able to tackle one of the 4 endings or even harder reincarnation.
    It's a roguelike that a successful run will take you at least a couple irl weeks if you have a life.
    The game is somewhat forgiving, but it is very easy to make compound mistakes leading to numerous early deaths, once you get past a certain point that becomes less of an issue, although the later areas are still particularly dangerous.

  • @carlwheezer1030
    @carlwheezer1030 7 місяців тому

    this whole video feels like a love letter to noita

  • @spidey5558
    @spidey5558 5 місяців тому +1

    I wonder if Cult of the Lamb has done any of these yet

  • @NotToBeTooTakenSeriously
    @NotToBeTooTakenSeriously Рік тому +2

    this helped me so much with my rogue like!

  • @charr420
    @charr420 7 місяців тому

    to be fair, one of the most well know roguelikes is risk of rain are those levels are technically random

  • @paulvictor7489
    @paulvictor7489 9 місяців тому

    Defining rogue like. I go pew pew pew, ahhh I dead, hmmm I take this now, pew pew ! Ahhh I dead........ WOAH LOOK! Pew pew! I WIN! Oh, that's level one? fuck.

  • @Mckhus
    @Mckhus 9 місяців тому +1

    Playing quite a bit of those I notice another trend that makes for great “worst” rugelite: shty meta progression that adds 0 depth aside from flat stat changes combined with locking any progress behind area/bosses.
    15 min run and you died to first boss despite killing 1000 enemies? Yikes, not even one meta currency to progress

  • @BX--nq6gf
    @BX--nq6gf 9 місяців тому +2

    "After all, the only skill the player should have to improve at is reflexes."
    Bro... you just described why I hate deepwoken. These are words I've been wanting to speak but have never been able to.

  • @Joseph_Biten
    @Joseph_Biten 11 місяців тому +2

    Here me out tho. If you go to steam and click the "roguelike" tab under "categories" then you'll see games like Elden Ring, Armored Core 6, Lords of the Fallen, Remnant 2, Jedi Survivor, and other games that are in no way going to be even confused with roguelikes because according to steam is just a fucking joke and as long as your game gets enough attention then it's a rogue like... Also according to steam Soulslike falls under the Roguelike category lol

    • @Artindi
      @Artindi  11 місяців тому

      yeah, when you break it down far enough, almost any game is a roguelike. lol :)

  • @NAFProjects
    @NAFProjects 3 місяці тому +4

    Instructions clear, made a bad game

  • @Voingous
    @Voingous 11 місяців тому +2

    "old man yells at clouds"

    • @Artindi
      @Artindi  11 місяців тому +1

      Not sure what ya mean....

  • @TheSamuraiMind
    @TheSamuraiMind 10 місяців тому

    You earned my sub with this. Keep up the good work !

  • @tehteh9893
    @tehteh9893 10 місяців тому +6

    I have another nice advice. Roguelikes are games about randomness, which means that winning or losing must depend on your luck. If you are lucky, the game will give you great items and lots of resources, and if not, the game will give you bad items and not much resources, so you will lose. Not every roguelike run should feel fair.

    • @Sarethofdarkness
      @Sarethofdarkness 9 місяців тому +7

      No, i don't think so.
      Roguelikes can feel being about luck, but it's actually about the Synergies and specialization. Certain Classes are more favored than others and therefore should require a higher Stat increase from Perks and Gears to be somewhat balanced.
      I feel like it should be better to encourage experimenting with perks, Gear and/or Classes rather than just copying other Games.
      Also gathering Knowledge as a Player about mechanics and all is also a big part of a Roguelike.
      Meta Progression can also be a thing to take into account.

    • @Negniwret
      @Negniwret 9 місяців тому +4

      You could also add ways the player can gain power if they find themselves in a doomed run. Optional levels to farm for power that require some skill to get into, or a "gambling room" that rerolls all of your items.
      The run shouldn't feel fair, but if it feels hopeless too early the player might just restart, and IMO the best gameplay is wrestled from the maws of impending doom

  • @MrIndiemusic101
    @MrIndiemusic101 7 місяців тому

    Although im not making a rogue like. I found tech trees as a concept as a good beginner friendly way to manage difficulty and balance. The tricky bit though You'll have to figure out the overall pacing of your game. Then you place more difficult enemies based on where you believe the players made progress unlocking the tech tree. You then play test and iterate by adjusting the weapon damage upgrades on the tech tree and difficulty of the enemy until you reach the right equilibrium for your game.

  • @dovesr0478
    @dovesr0478 9 місяців тому +6

    It's gotten to the point for me that seeing the roguelike tag on steam is a red flag. So many of them have great mechanics and would be excellent as other genres like metroidvanias or action platformers, but are held back by a sea of messiness because of procedural generation, RNG, weird items and design choices, insane difficulty for no reason, etc.

    • @Goldy-tv3wv
      @Goldy-tv3wv 7 місяців тому

      My favourite one is roguelike deckbuilder because they’re always clearly inspired by Slay the Spire except they end up just making it again but literally almost always worse (except for visuals, but almost anyone could make better visuals than spire lmao)

  • @blahthebiste7924
    @blahthebiste7924 5 місяців тому

    Tiny Rogues (rightfully) called out

  • @jex-the-notebook-guy1002
    @jex-the-notebook-guy1002 Місяць тому

    "Make a game as fun as possible first" these are the games i want to make. But then I fail at theorycrafting because one of them is a tower defense. A turn based tower defense.
    Why turn based? I like micromanaging towers but my speed in real life is too slow. So to take off the pressure, it's turn based. (The stop motion kind)
    But the first game I want to make... idk what it is. The current itteration of it (in my head and on paper) is a space invaders kind of game cause the enemies are in the sky ahead of you. The difference? You move across a grid and shoot them down in all 4 cardinal directions. You also move in those directions and move one gridspace at a time. But the gimmick that stayed near the start of this idea?... Is you switch between air and ground like some sort of mech. I think it'd be fun and it seems original enough. Nothing is like it.

  • @moosekng3436
    @moosekng3436 26 днів тому

    I felt personally attacked by this video :))))))

  • @germojo
    @germojo 7 місяців тому

    I love how the music adapts to the script lol

  • @MAGAMAN
    @MAGAMAN 3 місяці тому

    Shattered Pixel Dungeon just got deleted from my computer because they followed this tutorial a little too closely.
    3 seconds in die from snake.
    10 seconds in die from snake.
    8 seconds in die from snake.
    125 seconds in die from snake.

  • @zerosargon977
    @zerosargon977 7 місяців тому

    short, Informating and funny! just what I needed. thanks👍

  • @kaylaa2204
    @kaylaa2204 9 місяців тому +3

    By definition a roguelike has to be like Rogue. You know, Rogue, the old terminal ASCII-based game that has 2D procedurally generated levels, permadeath, items, and enemies, with a goal of reaching a level and getting a particular item. Doesn’t have to have all of these a lot of them use tiles or sprites instead of ASCII, but if it has enough important features to resemble Rogue in its gameplay, it’s Roguelike
    Kinda like how the term Soulslike works

  • @smokeback
    @smokeback 2 роки тому +3

    this is an amazing series

    • @Artindi
      @Artindi  2 роки тому +4

      This is an amazing comment

  • @waitthatsillegal3531
    @waitthatsillegal3531 Рік тому +1

    My rouglike game for graduation work is the most imposible. Not because one of the every possible enemy might want to turn his collider off and become mr. Invincible or smth....

  • @spoonsweet
    @spoonsweet 2 роки тому +2

    Can I have the Artindi power up please?
    Really loving these series, they will be the first place I would visit IF I wanted to make good games.
    The SFX and art style is looking good as well!

    • @Artindi
      @Artindi  2 роки тому +1

      haha, yeah, I was running out of ideas for icons there. :) And thanks! :D

  • @finnfrankel6197
    @finnfrankel6197 11 місяців тому +4

    If your aiming to make an annoying game that just isn't fun to play, make the game extremely long. What do I mean by extremely long? I don't know, 100 floors? If you really want too, maybe even longer. But dont spend too much time making every floor different. Thats just making every floor slightly unique. This way, you'd be playing for hours on a single run and could suddenly die to permadeath. Also, add instant death holes and spikes.

    • @Artindi
      @Artindi  11 місяців тому +2

      Yeah, if each level doesn't feel like progress and like your in a new environment, it gets stale real quick.

    • @EdKolis
      @EdKolis 10 місяців тому +1

      Yeah, whose bright idea was it to make a roguelike with 100 floors anyway...

    • @tehteh9893
      @tehteh9893 10 місяців тому +1

      @@EdKolis Most of roguelikes have less (like, 30 or 50 floors), but Lost Labyrinth has 150 floors. You can also win by collecting 9 pieces of staff, but the game spawns approximately 1 piece per 10 floors, which makes 90 floors, which is close.
      Touhou Genso Wanderer Reloaded has dungeon or dungeons with nearly 100 floors, but I don't know precisely, didn't play it.
      Also some roguelikes make you walk all the way back from the bottom, which makes them twice longer.

    • @EdKolis
      @EdKolis 10 місяців тому +1

      @@tehteh9893 I was thinking of Angband, which originally had 50 floors but it was expanded to 100. 150 is just insane!

    • @Veldazandtea
      @Veldazandtea 9 місяців тому +1

      Devil May Cry games have 100 floors in bloody palace.
      Would play again.

  • @PantherAlt
    @PantherAlt 9 місяців тому

    Indeed:
    Make a rougue like its easy.
    Make a good rougue like its hard

  • @gringusgaming
    @gringusgaming 10 місяців тому +1

    Do immersive sim next for an even better definition debate

  • @Penguinlife5208
    @Penguinlife5208 7 місяців тому

    I feel like this was a personal attack on me

  • @_nickthered
    @_nickthered 10 місяців тому

    First play rogue, oh no wait first make a way to play rogue...

  • @Lizard_of_Linux_Lane
    @Lizard_of_Linux_Lane 8 місяців тому +3

    Playing roguelike games is a subtle sign of masochistic tendencies.

  • @nftsasha
    @nftsasha 9 місяців тому

    shiiiiiiit you got me there with "I'll just start with smth easy, like a roguelike!" too late now tho 😅

  • @dj_koen1265
    @dj_koen1265 8 місяців тому +1

    Well you are basically describing spelunky 2 and that was quite successful so i guess the takeaway is that its best to just make a game bug free And aestetically pleasing and have an established franchise and famous UA-camrs who play your game

  • @MOWAuthor
    @MOWAuthor 8 місяців тому +1

    Direct control of a single unit, with a grid like style of movement where combat takes place in the same instance (And is not some other space like Final Fantasy), in which time only moves forwards as you take actions.
    Perma death, Proc Gen, and so on are not necessary (granted this is rare). If the above definition is true, it's almost certainly a roguelike. Meaning, you can't call 99% of indie games Roguelikes because of those two qualities alone.

    • @yourguykhonshu3972
      @yourguykhonshu3972 7 місяців тому +2

      Permadeath is utterly core to being a roguelike. It's one of Rogue's most defining features along with procgen.

  • @JhonathanDj1003
    @JhonathanDj1003 7 місяців тому

    oh no, its the perfect description of the "the game with the long name"

  • @FlippinFunFlips
    @FlippinFunFlips 5 місяців тому

    This was pretty dang funny

  • @DatisAusum
    @DatisAusum 7 місяців тому

    psa: your indie game doesn't need to be played infinitely, it just needs to be fun with the first playthrough, ideally for a few hours.

  • @SamuelBrokenaro
    @SamuelBrokenaro 8 місяців тому +1

    You can make a fast character that fights really fast and interesting ennemies.
    Nope, that's bad, make a slower character who has to frame perfect dodge / counter the slow boss attacks. And the HP bar is huge. And there is 3 phases. Yeah this is perfection, the player has to hit the 0,001 frame, that's skill and fun at all right ?
    There is good music and design after all.
    And they can speedrun it, right ?

  • @marcosceros3572
    @marcosceros3572 5 місяців тому

    Finally
    An honest review of Enter the Gungeon

  • @gamedevreasearch
    @gamedevreasearch 11 місяців тому +1

    I'm about to make a lot of people angry. Bring it.
    The way to fail at a Rougelike is to make one at all.

    • @Artindi
      @Artindi  11 місяців тому +1

      Gasp! He said it! He shared is true thoughts! 0.0
      That's fair though, it's about how I feel for precision platformers. lol :)

    • @gamedevreasearch
      @gamedevreasearch 11 місяців тому +1

      @@Artindi Yeah. Like, if you're going to make one, you need to add a story. Otherwise, what's the point? It has to do SOMETHING to stand out, and it's probably not gonna be the gameplay.

  • @1ReallyLongName
    @1ReallyLongName 8 місяців тому

    I feel like this just described returnal

  • @grandmagunsales2125
    @grandmagunsales2125 7 місяців тому

    Half of this video feels like a love letter aimed directly at Cultist Simulator I swear

  • @FicusMaster
    @FicusMaster 8 місяців тому

    I can't believe you just wrote a tutorial for Wizard of Legend!

  • @Shwingoman
    @Shwingoman 6 місяців тому

    Instructions very clear, just made Noita

  • @eldarliis8788
    @eldarliis8788 11 місяців тому +1

    Mobile indie games all follow your guide. Thanks

    • @Artindi
      @Artindi  11 місяців тому +1

      my guides are quite popular for that platform for sure! ;)

  • @imagiknight47
    @imagiknight47 6 місяців тому

    I followed your instructions, but Spelunky is already a game.

  • @Juksemakeren
    @Juksemakeren 7 місяців тому

    Fun fact: QWOP is a roguelike, but the learning curve is extremely steep

  • @MoonBoyClips
    @MoonBoyClips 10 місяців тому

    A comment to boost your self-esteem because I like the video

  • @nurfuis
    @nurfuis 2 місяці тому

    I was guilt tripped into doing this.

  • @farigon2306
    @farigon2306 8 місяців тому

    SHEEEEEESH, thats is a such underrated video