Game Direction... (11)

2 Name: Anonymous Gamer : 2009-04-30 15:55 ID:Jk0g1UjJ

>How far can I stray from the norm and still consider the game a roguelike?

As much as you want. What makes a good "-like" game and not just yet another boring copy is its originality factor. As in why in some aspects, Quake as a Doom-like succeeded and Half-Life as a Quake-like succeeded.

You have ideas, put them to use, and don't feel shackled down because your starting point was to make a "roguelike" game. Then playtest a lot, you'll see if your ideas work on the field with players.

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