You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.
- 2 years now since RLR started, woohoo!
- How the mobile roguelike landscape has changed over the last year
- Why mobile roguelikes are important
- On-screen keyboard vs direct touching, and other control issues
- Darren <3 Ending, Eben <3 Hoplite
- 4-way vs 8-way on a touchscreen and fat fingers (and hex!)
- Length of gameplay, small levels and dense experience
- Changes in style of gameplay with mobiles while keeping to the general roguelike formula
- Novel sources of inspiration like side-scrolling beat-em-ups
- Size of grid squares (5mm x 5mm)
- Size of map and visibility requirements, exploration, running away, short goals (short play time per level)
- Auto-save on exit, including jumping out to the home screen (very important)
- Information on restore is vital
- Starting options (classes / race) and replayability
- Difficulty in mobile roguelikes
- Tom's mobile development experience
- How to look good on a small screen, and the traditional problem of bad sprites in roguelikes
- Some games mentioned: Dungeon Ascendance (Tom's Game), Powder on GB, Shiren on DS, Crawl on Android, Ending, TraqHack, Brogue X on Android, Hoplite, WazHack, Dungeon Ho!, Rogue Miner, Dweller, Dungelot, Cardinal Quest, Pitman, Elder Signs Omens, Pixel Dungeon, Lost Labyrinth, Tower of The Sorcerer, Desktop Dungeons, Kairosoft, Martin's Descent
- Platforms talked about: Unity, libGDX, Monodevelop, CocosX, LIBTCOD, Rot.js, SquidLib
Join us next time on Roguelike Radio for an in-depth look at Unreal World, the Iron Age Finland survival roguelike.