How to Fail at Making a RogueLike

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  • Опубликовано: 2 окт 2024
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Комментарии • 512

  • @eovius
    @eovius 11 месяцев назад +1828

    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 месяцев назад +276

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

    • @viniciusschadeck4992
      @viniciusschadeck4992 11 месяцев назад +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  11 месяцев назад +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 месяцев назад +12

      @@Artindi i totally are thought about other stuff LOL

    • @Aedi
      @Aedi 10 месяцев назад +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 года назад +3034

    Instructions unclear, accidentally developed Hades

    • @Artindi
      @Artindi  2 года назад +963

      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 Год назад +292

      hell of a game.

    • @nobleninja94
      @nobleninja94 Год назад +104

      @@vizthexis… is that a pun?

    • @vizthex
      @vizthex Год назад +77

      @@nobleninja94 yes.

    • @dilutioncreation1317
      @dilutioncreation1317 11 месяцев назад +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 10 месяцев назад +312

    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 месяцев назад +14

      Ah, the Binding of Isaac approach.

    • @rubles3143
      @rubles3143 9 месяцев назад +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 месяцев назад +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 месяцев назад

      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 9 месяцев назад +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!

  • @SpikeStudio
    @SpikeStudio Год назад +772

    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  Год назад +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 месяцев назад +19

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

    • @Jikkuryuu
      @Jikkuryuu 9 месяцев назад +38

      Ah yes, an arcade game! XD

    • @FloatingOer
      @FloatingOer 9 месяцев назад +11

      That basically already exist, it's called Hotline Miami

    • @super_manul1167
      @super_manul1167 9 месяцев назад

      ​@@FloatingOerit's more strategy than reflexes

  • @elfrangofrito
    @elfrangofrito Год назад +447

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

    • @Artindi
      @Artindi  Год назад +54

      Oh, happy to help. :)

  • @AngeloAnderson646
    @AngeloAnderson646 Год назад +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  Год назад +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 месяца назад +2

      Oh that one's easy. Prodeus

  • @EdKolis
    @EdKolis 10 месяцев назад +169

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

    • @Artindi
      @Artindi  10 месяцев назад +36

      One of my greatest achievements. ;)

    • @ckorp666
      @ckorp666 9 месяцев назад +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 месяцев назад +12

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

  • @druidofpies
    @druidofpies 8 месяцев назад +27

    “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 Месяц назад

      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)

  • @Kirn.
    @Kirn. Год назад +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 месяцев назад +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 месяца назад +1

      The Binding of Isaac: Repentance

  • @abhinavkuruvilajoseph9274
    @abhinavkuruvilajoseph9274 2 года назад +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 года назад +8

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

  • @bodamat
    @bodamat 2 года назад +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 года назад +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 года назад +1

      @@Artindi I'm very appreciate that

    • @Just_Poncho
      @Just_Poncho Год назад

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

  • @NAFProjects
    @NAFProjects 3 месяца назад +4

    Instructions clear, made a bad game

  • @RobLang
    @RobLang 2 года назад +17

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

    • @Artindi
      @Artindi  2 года назад +4

      guilty.... :/ Glad you enjoyed!

  • @hdckighfkvhvgmk
    @hdckighfkvhvgmk 10 месяцев назад +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 9 месяцев назад +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 9 месяцев назад +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 месяцев назад +1

      @@bobthebox2993
      Burst Laser Mk II.

  • @AlexitoDev-bl9cg
    @AlexitoDev-bl9cg 10 месяцев назад +19

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

  • @tormarlin2378
    @tormarlin2378 2 года назад +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 года назад +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. :)

  • @NikkiTheViolist
    @NikkiTheViolist 11 месяцев назад +3

    just call your game Roguelike, doesn't necessarily need to be a Roguelike
    technically counts i guess

    • @Artindi
      @Artindi  11 месяцев назад

      Bit less confusing I suppose. :)

    • @isacwaernkyrck
      @isacwaernkyrck 11 месяцев назад +3

      That's what everyone does these days anyway.

  • @thewaterleaf7929
    @thewaterleaf7929 2 года назад +7

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

    • @Artindi
      @Artindi  2 года назад +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

  • @Artindi
    @Artindi  2 года назад +128

    How about we all just agree to call any run based game a Roguelike, we basically are anyway. That's what I'm going to do from now on... after so many hours of researching the difference between likes and lites. lol

    • @milesrout
      @milesrout 2 года назад +23

      Why would you call 'any run based game a roguelike' when the distinction exists for good reason? A roguelike is a roguelike. It's a useful term and it's very frustrating when I'm trying to find new roguelikes to play and there are lots of games that aren't roguelikes that are just using the name because it's suddenly become trendy. I don't think people would be okay with people suddenly deciding that all FPS games are actually RPGs, and just calling everything an RPG, and now when you try to ask "hey look im looking for a proper RPG, what we used to call RPGs, the thing everyone knew was an RPG 5 minutes ago" you get called a gatekeeping elitist. That would suck, and so does this. People have taken a dispute over how strictly roguelike should be defined and used it as an excuse to pretend that it has no definition at all, just applying it to anything where... you die? Like is that all you want it to mean? What is a 'run based game'? Is DotA a run based game? Your progress resets after each game. Is Diablo? Or Path of Exile? Come on. I'm not saying any of these games aren't good but that doesn't mean that they're automatically roguelikes.

    • @Artindi
      @Artindi  2 года назад +13

      @@milesrout I meant when the primary defining characteristic is run-based gameplay. Then it's obvusaly going to be ether a roguelike or a roguelite.
      I perfectly understand the difference between the two, Yet I see no benefit in making the effort to call roguelites by their true genre as it would most likely only confuse my target audience if I was making a roguelite. (because most people don't understand the difference)
      At the same time, nobody is going to call Dota a roguelike, or a roguelite, because it is primarily a moba, And no one is going to call an FPS game an RPG unless the primary defining characteristic becomes that of an RPG.
      When a games primary characteristic is run-based gameplay, then it because obvious it is going to be ether a roguelike or a roguelite, and as I said before, using the term roguelite mostly just confuses people, so I'm just going to do what Steam, the industry leader does, and just call them Roguelikes.
      The definition of a true roguelike is so incredibly specific, most people who claim to enjoy the genre have never even played a true roguelike. Almost all games people believe fit into the genre, are actually roguelites, when you say you try to find new roguelikes, what do the roguelikes you enjoy look like? Are they any of these?
      Spelunky, Dead Cells, Enter the Gungeon, The Binding of Isaac, Noita, Risk of Rain, Project Zomboid, Hades, Slay the Spire, Darkest Dungeon, Rogue Lagacy. Into the Breach, Neon Abyss, Loop Hero?
      If so then you are not looking for true roguelikes, as all of these are actually roguelites.
      If you are having a hard time finding games in the genre, it's because you are looking for roguelites and not roguelikes, It's not hard to find true roguelikes, their definition is so strict that lists of true roguelikes are kept, here, this is one: store.steampowered.com/app/1266820/Ultimate_ADOM__Caverns_of_Chaos/?curator_clanid=38708826

    • @commentarytalk1446
      @commentarytalk1446 Год назад +19

      @@Artindi Why not popularize RogueLITE more? RogueLIKE has a clear definition. RogueLITE spans many genres and is ripe for discussion...

    • @Artindi
      @Artindi  Год назад +9

      @@commentarytalk1446 I agree, this would be better. :)

    • @deadersurvival4716
      @deadersurvival4716 Год назад +3

      @@milesrout You know, I was gonna be an asshole, and correct you, but let's be honest, the video creator did a better job than I ever will. So I'm going to be a nitpicky asshole in a different way and point out that game genres that are very similar get called by the consensus majority (even if that designation doesn't actually FIT the majority) genre if they share a main characteristic. To use genres you picked out and to make the comparisons more appropriate, it would be the equivalent of calling any shooter, regardless of POV an FPS (which happens) or calling every MMO an RPG, even if they have no RPG elements (which, again, happens). There are even people who try their damnedest to claim that DotA and other MOBAs are MMOs, RPGs, or (my personal favorite due to sheer absurdity) RTSs.
      It's almost like the main difference between a lot of categories is how nitpicky we're being with the definitions of them, and almost every genre either acts like the face for anything with the same core mechanic or gets used interchangeably with that genre face because ultimately, we, as gamers, are aware enough to realize that no game will ever fit into a genre perfectly, and that genres are arbitrary labels that mean nothing barring major mechanics because the small details that make the difference between an FPS, over-the-shoulder TPS, and top-down TPS are almost insignificant.
      Are you really going to try to sit here and pretend that two genres who's defining characteristics are the similarity to the SAME GAME are different enough to have a significant difference worth the mental detail or specification of? For anyone who comes across this and DOESN"T know the difference, RougeLIKES fit all 8 features that the text based dungeon crawler "Rogue" fit into: a Dungeon Crawl through random generated levels, turn-based gameplay, gridbased movement, permanent death of a character, allowing the player any and all abilities at any time, the ability to complete tasks in multiple ways, the use of resource management, the main gameplay must involve murdering enemies with no pacifist options, and a focus on exploring to find randomly placed items; RogueLITES omit one or more of these. That's the difference. That out of 8 features, only two of which (to my knowledge) were unique to Rouge at the time, Rougelites omit one or more, while Roguelikes feature all of them with no opportunity to be creative.
      Needless to say, the difference between the genres is smaller than most sub-genres that get looped in with the biggest sub-genres. In an already niche market, why are we fighting about that difference?

  • @Joseph_Biten
    @Joseph_Biten 11 месяцев назад +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 месяцев назад

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

  • @lorigulfnoldor2162
    @lorigulfnoldor2162 9 месяцев назад +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 месяцев назад +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. :)

  • @dovesr0478
    @dovesr0478 9 месяцев назад +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 8 месяцев назад

      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)

  • @Ali-in-the-goblin-cave
    @Ali-in-the-goblin-cave 11 месяцев назад +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 месяцев назад +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

  • @ldfinn990
    @ldfinn990 9 месяцев назад +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!

  • @DiSyllar25
    @DiSyllar25 Год назад +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 5 месяцев назад +1

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

    • @darienb1127
      @darienb1127 4 месяца назад +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.

  • @renanazevedo9165
    @renanazevedo9165 4 месяца назад +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 месяца назад +1

      Happy you enjoyed it! :D

  • @superexplosion5985
    @superexplosion5985 13 дней назад +1

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

  • @cosmicfails2053
    @cosmicfails2053 8 месяцев назад +1

    Ironically enough I have been contemplating a roguelite game for a while now but I am no game dev
    Just, writer and voice actor with too many ideas and no skill...
    But have a friend who's good at art... But that's about as far as we got cause none of us can code ;3;

  • @Tiareth
    @Tiareth 10 месяцев назад +1

    Roguelike have dashes and need Reflexes? What are you talking about? TRUE roguelike is rogue himself, angband, dcss, Pixel Dungeon and so on.

  • @finnfrankel6197
    @finnfrankel6197 11 месяцев назад +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 месяцев назад +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 месяцев назад +1

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

    • @tehteh9893
      @tehteh9893 10 месяцев назад +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 месяцев назад +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 месяцев назад +1

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

  • @MOWAuthor
    @MOWAuthor 9 месяцев назад +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 8 месяцев назад +2

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

  • @SamuelBrokenaro
    @SamuelBrokenaro 9 месяцев назад +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 ?

  • @-RedIndieGames
    @-RedIndieGames 11 месяцев назад +3

    Instructions unclear, mistakenly made a successful Roguelike

    • @Artindi
      @Artindi  11 месяцев назад +3

      You had one job... one job! ;)

  • @Lizard_of_Linux_Lane
    @Lizard_of_Linux_Lane 8 месяцев назад +3

    Playing roguelike games is a subtle sign of masochistic tendencies.

  • @Mckhus
    @Mckhus 10 месяцев назад +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

  • @adjsmith
    @adjsmith 5 месяцев назад +1

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

  • @BX--nq6gf
    @BX--nq6gf 9 месяцев назад +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.

  • @F1rstn4me
    @F1rstn4me 8 месяцев назад +1

    Me looking at the Vampire Survivors genre...

  • @paulvictor7489
    @paulvictor7489 9 месяцев назад +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.

  • @voodoo5191
    @voodoo5191 9 месяцев назад +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 месяцев назад +1

      oooh that sounds fun is it on the internet

  • @FloatingOer
    @FloatingOer 9 месяцев назад +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 👍

  • @spidey5558
    @spidey5558 5 месяцев назад +1

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

  • @SpasmanGaming
    @SpasmanGaming 9 месяцев назад +2

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

  • @prestonsmorg2098
    @prestonsmorg2098 2 года назад +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…

  • @goldenage6439
    @goldenage6439 10 месяцев назад +1

    I feel attacked /s (I should make more small games)

  • @yarn1471
    @yarn1471 8 месяцев назад +1

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

  • @tehteh9893
    @tehteh9893 10 месяцев назад +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 10 месяцев назад +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 месяцев назад +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

  • @RafaelFilho
    @RafaelFilho 5 месяцев назад +1

    I haven't been failing anymore, because it's been a while since I stopped trying game design. Have you ever made videos about interactive fiction and visual novels?

    • @Artindi
      @Artindi  5 месяцев назад +1

      Yes, there is a "How to fail at interactive stories" video, but most people don't like it. It's pretty harsh and blunt. Good luck! :D

  • @mouhiazeck
    @mouhiazeck Год назад +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 месяцев назад

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

  • @Swagpion
    @Swagpion 7 месяцев назад +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  7 месяцев назад +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 7 месяцев назад +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  7 месяцев назад

      @@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.

  • @PeterMilko
    @PeterMilko 8 месяцев назад

    Im about to release my demo, let me know if I failed.

  • @King_Zog_I
    @King_Zog_I Год назад +2

    step 1: make a rougelike
    step 2: you're done, make a better genre FFS

  • @JJ-rp3ny
    @JJ-rp3ny 10 месяцев назад +2

    this is how Neon Abyss was made

  • @cloudenvying
    @cloudenvying 8 месяцев назад +2

    very nice! hope to see deckbuilding games to this series

  • @gringusgaming
    @gringusgaming 10 месяцев назад +1

    Do immersive sim next for an even better definition debate

  • @DatisAusum
    @DatisAusum 7 месяцев назад

    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.

  • @zerarch77
    @zerarch77 8 месяцев назад +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.

  • @DeaDaR03
    @DeaDaR03 8 месяцев назад

    Don't make your enemies interesting or unique. Just give them a shitload of health and shitty AI. THAT'LL KEEP 'EM ENGAGED FOR HOURS!

  • @andrewgreeb916
    @andrewgreeb916 9 месяцев назад +1

    Roguelike or roguelite, is the game like rogue or similar to rogue?
    I'm pretty sure nobody even knows what rogue is let alone play it.
    So why is the genre titled with rogue?

    • @Artindi
      @Artindi  9 месяцев назад +1

      It's just the first of that style.

    • @eryxyre
      @eryxyre 6 месяцев назад

      It is used basically as a marketing buzzword. Most of the audience do not know what it means, and it makes the game appear more interesting. If they called it "run-based game" or something, it would not be so interesting.
      Of course, there are also millions of people who have played Rogue and know what roguelike means, and will complain, but they are still a minority.

  • @RaethFennec
    @RaethFennec 10 месяцев назад

    TLDR: Roguelikes are RPGs, or Solitaire is a roguelike. Fight me.
    I've actually made a traditional roguelike game a couple times before, as a personal hobby and kind of meditation, though it definitely wasn't my first attempt at making a game. I, too, STRONGLY suggest you NOT make a roguelike game as your very first. They have a huge list of features that require a fair bit of knowledge, insight, and tools to implement. Instead, do a little warmup by making the simplest kind of game you can imagine. Even something like Pong or Asteroids will teach you an enormous amount about what you did not know you did not know, and that will help you when you decide you're ready to make a roguelike. And when you do, let your inspiration and experience guide you. Don't constrain yourself to a specific style of game. If that's really what you want to make, it's what your game will become.
    Traditional roguelikes are top-down, turn-based RPGs with procedural generation, randomized elements, and tile graphics, where you control a single main character and all progress is lost upon failure. They typically track a high number of statistics for all objects in the game from player to NPCs to environment. Combined with a crazy number of possible features, equipment and items, the world becomes deeply compatible and interactive and allows for an immense amount of strategy and variation. Most of them also have a victory condition, upon which a "run" is considered a "win." The most famous old roguelikes tirelessly spent decades accounting for every possible unique combination of their hundreds or thousands of game elements. Modern roguelikes mechanically incorporate procedural generation, randomized elements, and usually significant or total loss of progress upon the end of a run. More specifically, they use a game loop in which even the earliest elements of gameplay are revisited upon reaching a point of success or failure. Increasingly commonly, what have become known as the subgenre of "roguelites" (which are just a type of roguelike now much as a square is a more specific type of rectangle) add meta-progression in which some amount of progress is gained and/or retained between iterations of the main game loop (e.g. "each run".) The requirement for turn-based gameplay, or top-down/tile-based graphics have been cast to the wayside and modern roguelikes are increasingly action-based and now extend to all genres from platformers and ARPGs to shooters, card, and strategy games. They also often include controlling an entire team of characters, and even multiplayer co-op, and it seems to be every day that some new element is tested in the genre and risks spinning off into something new. Hence, "roguelite" can be treated the way that "arena shooter" or "battle royale" are both subgenres of shooters (whether or not they're FPS.) It's like back when people were really prickly about whether or not you specified a game was an FPS or a third-person shooter.
    This can only be pushed so far though before the genre loses all consistency, so I think the defining factor of what is and isn't a roguelike is now the inclusion of randomized elements, regular loss of progress, and reuse of most or all content in the main game loop, but it has to be specified that you embody a role in the game world. (I.E. it's an RPG. Because otherwise, solitaire is a roguelike. You see why classification is difficult?) It's no longer mutually exclusive with other genre of games like it used to be, just as RPG and FPS are no longer sufficient to set expectations for what kind of experience a game will provide. It's no longer referencing the Rogue package of features as a whole in the same way that Soulslike now basically only means having a stamina bar for attacks and dodging, a dodge roll with i-frames, and save points to unlock that refill your resources.

  • @KayleMaster
    @KayleMaster 9 месяцев назад +1

    Do how to fail at RTS

  • @dj_koen1265
    @dj_koen1265 9 месяцев назад +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 RUclipsrs who play your game

  • @blokvader8283
    @blokvader8283 7 месяцев назад

    Yes, I want one of my first games to be a Roguelite, NO, its not because I think they're easy and take no effort lmao
    I've just already thought of a lot of different ideas for the world and the game I want to make, and I'm taking influence from a lot of other things, namely, The Binding Of Isaac with the overall gameplay and combat style of Breath Of The Wild. And an art style I can only describe as Dark Fantasy Slime Rancher lmao, for those smooth and cartoonish textures, but the overall atmosphere of a Souls game.

  • @waitthatsillegal3531
    @waitthatsillegal3531 Год назад +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....

  • @paulvictor7489
    @paulvictor7489 9 месяцев назад

    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.

  • @redwings13400
    @redwings13400 3 месяца назад

    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.

  • @asmithgames5926
    @asmithgames5926 8 месяцев назад

    Pixel Dungeon is pretty good. Its also the only RL Ive played. Can anyone suggest others for the Android?

  • @toastcrunch9387
    @toastcrunch9387 8 месяцев назад +1

    You need to play other genres if you think roguelikes need more balance than any other. ffs dude.

    • @Artindi
      @Artindi  8 месяцев назад

      Oh for sure other genres need plenty of balancing as well, and I did only say "probably" But I appreciate the feedback and would love to hear what other genres you think require a more delicate balancing and playtesting. :)

    • @toastcrunch9387
      @toastcrunch9387 8 месяцев назад

      @@Artindi I would argue rogue-likes actually require some of the least balancing out of any kind of game out there, the idea being that "bad" runs through RNG are expected, so imbalance can ultimately be dismissed as an inevitability that you just need to persist through. At least, thats what a lot of them seem to rely on, with maybe a few systems designed to negate some of the "rogue" nature to be more forgiving, but I've played quite the handful since everyone seems to be just shoehorning the model right on in there like its nothing.
      Things like MMOs, which require measuring global player-to-player scaling vs enemy scaling at the same time, while also keeping an eye on the inevitable powercreep that occurs through persistent updates can be more difficult. Fighting games, while not more complex, can be astronomically more difficult to get "right" since the crowd that plays them varies so greatly and has such high expectations and can be very picky. The strategy games that resemble excel spreadsheets might be the most daunting of all. I'm confident I could make an ok roguelike. I am not confident I could make something like those in a competent manner, unless it was really, really barebones. Nowadays, roguelike just seems to be an attractive gimmick for people who need games to generate their own content without having to micromanage or manually pad things out later. I'm not saying its easy, especially if it's expansive, but I don't see a massive balancing act, just a pile of tedious work with the occasional emergent property you may not have accounted for initially.

  • @Veldazandtea
    @Veldazandtea 9 месяцев назад

    Live. Die. Repeat. Without variation. Without change. There. Failed.
    Now do a vid with failing at failing.

  • @spoonsweet
    @spoonsweet 2 года назад +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 года назад +1

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

  • @IndieGamingRoguelikes
    @IndieGamingRoguelikes Месяц назад

    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.

  • @C1yde902
    @C1yde902 9 месяцев назад +1

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

  • @TrulyAtrocious
    @TrulyAtrocious 9 месяцев назад +1

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

    • @tropport
      @tropport Месяц назад

      Ah, yes, my favorite rougelike

  • @SwordsmanOrion
    @SwordsmanOrion 9 месяцев назад

    You perfectly explained why I can't stand playing roguelikes.

  • @viniciusschadeck4992
    @viniciusschadeck4992 11 месяцев назад +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

  • @jex-the-notebook-guy1002
    @jex-the-notebook-guy1002 Месяц назад

    "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.

  • @MTREDHEADS
    @MTREDHEADS 9 месяцев назад

    Im not a Coder so i wouldn't be able to make a game I would love to play. but It always irked me how POORLY copy and pasted a lot of these roguelikes are without leaning into any fun innovation, style, or mechanic,. Idk how many Vampire survivor clones there are at this point.

  • @Lazullien
    @Lazullien Год назад +3

    This is underrated, can you do sandbox next

    • @Artindi
      @Artindi  Год назад +2

      That's a good idea. I for sure plan on making more of these. Just need the time to do it. :)

  • @eldarliis8788
    @eldarliis8788 11 месяцев назад +1

    Mobile indie games all follow your guide. Thanks

    • @Artindi
      @Artindi  11 месяцев назад +1

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

  • @Rajin90
    @Rajin90 3 месяца назад

    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.

  • @kingcoveryepic
    @kingcoveryepic 7 месяцев назад +2

    Mean comment!

    • @Artindi
      @Artindi  7 месяцев назад +1

      Disgusted retort and mean reply!

  • @phorchybug3286
    @phorchybug3286 8 месяцев назад +1

    2:37
    Return of the dashing gentleman.

  • @Yossssii
    @Yossssii 8 месяцев назад +1

    sounds like Noita :D

  • @beefchopstick
    @beefchopstick 5 месяцев назад

    Instructions unclear: I accidentally made the binding of isaac

  • @Juksemakeren
    @Juksemakeren 8 месяцев назад

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

  • @Carewolf
    @Carewolf 6 месяцев назад

    I think you mixed "repeated attempts" and "reading the wiki".. There are so many wiki-required rouge likes.

  • @Cyber_Cheese
    @Cyber_Cheese 11 месяцев назад +2

    Hilarious video, did you have a specific roguelike in mind, or is this really common?

    • @Artindi
      @Artindi  11 месяцев назад +3

      No particular game, just a lot of little things that you notice as cliché or otherwise stick out as common mistakes, particularly among indie developers.

  • @phantomcrave6525
    @phantomcrave6525 2 года назад +2

    This might be the first time I understood "Rougelike"

    • @Artindi
      @Artindi  2 года назад +2

      That's impressive seeing as I hardly touched on the definitions besides to make fun of them. :)

  • @kaylaa2204
    @kaylaa2204 9 месяцев назад +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

  • @imagiknight47
    @imagiknight47 6 месяцев назад

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

  • @burnv06
    @burnv06 5 месяцев назад

    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

  • @edenengland1883
    @edenengland1883 10 месяцев назад

    this video is just Inscryption in a nutshell, a game that only ever received one real update because it launched so bad that it was full on illegal, and thats without how scummy the game was
    and also, weirdly, Hades, but Hades was actually pretty cool, i wish the devs would make a Transistor sequel tho

  • @samlastname1252
    @samlastname1252 8 месяцев назад

    In this video you create an idea of a good roguelike, by saying waht a good roguelike is and then saying "do the opposite if you want to fail", meaning that you could just do that "do the opposite" thing at the end, rather than pausing all the time to do the thing.
    Also, I, the viewer, who wants to fail, is also positioned as an idiot, who does not understand anything AND someone who does and chooses to do the opposite.
    I think.
    Therefore I fail.

  • @charr420
    @charr420 8 месяцев назад

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

  • @gonzalolo
    @gonzalolo 8 месяцев назад

    I should not watch this videos while drinking, looks like I cant take sarcastic advices.
    Gonna go and make a game to fail, bye!

  • @mogaming163
    @mogaming163 9 месяцев назад

    You sound like minute science channel, forgot the exact name but cool!

  • @HoneyBadgerVideos
    @HoneyBadgerVideos 7 месяцев назад

    All new developers should start by making an MMO, the larger the better.

  • @mooseter0072
    @mooseter0072 7 дней назад

    My rougelike is a deck-builder, so therefore i can ignore all your advice!

  • @Eevee860
    @Eevee860 8 месяцев назад

    How to succeed at making a rougelike: Don't make a rougelike, pick literally any other game genre

  • @moosekng3436
    @moosekng3436 Месяц назад

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