Every good roguelike - and especially those that didn't end up so good - deserves a retrospective. When developers share what worked well and what didn't, we all benefit. So share your wisdom with those who attempt the noble art of Roguelike Development.
- "Each post should have code, narration, references, and details about the author's thought process."
- "Less garish colors and a few small animations should help improve the aesthetics."
- "So, have a plan but ditch it when it doesn't work and focus on your strengths since your strong points will make your project a success and your weak points will, at best, be a waste of time, and, at worse, may overshadow your strengths."
- "Like many 7DRL challengers, I added a lot of useless content that wasn't related to may main focuses. [...] Sometimes human nature conspires against us."
- "...but this would have been hard to play straight and I felt an enormous relief when I cut it on day five."