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."
- "Just from this experience, I learned so much."
- "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."
- "This actually works out, since in hindsight I don’t think that Betrayal at House on the Hill’s mechanics actually translate quite as directly to a Roguelike as at first I thought."
- "There are RL engines available, and I could have used them, which is definitely something you want to consider when you’re working under a severe time constraint like 7DRL."
- "It’s got me thinking about all the other games I can make if I actually Just F*ing Do It."
- "Like many 7DRL challengers, I added a lot of useless content that wasn't related to my main focuses. [...] Sometimes human nature conspires against us."
- "We also had little time on workdays - we have full-time jobs and it’s often not easy to productively brainstorm complex mechanics after coming home tired at evening. Maybe we should pick a more predictable idea..."
- "...but this would have been hard to play straight and I felt an enormous relief when I cut it on day five."
- "...the only explanation I have, is that if you want to use entity system, you really have start to think the way entity system works (or at least how I believe it should work)."