- Mark's procedural puzzle design in Ultima Ratio Regum
- Enjoying one's own procedurally generated puzzles
- The various challenges involved in making interesting and involving procedural puzzles
- The tradition of Sokoban in Nethack, mazes in games, and other "easy" but boring procedural puzzles that should be avoided at all costs
- Aaron's experience of making straight puzzle games like Turnament
- "Puzzle roguelikes" - games with low number of elements and deterministic mechanics, like Ending. At what stage does a roguelike feel puzzley? Where does the key difference still lie?
- Risk, chance, decision-making in making something feel non-puzzley
- When big puzzles become non-puzzley due to complexity
- Brogue's puzzle-esque situations with various solutions
- Integrating puzzle elements with the gameplay, and making puzzles solvable/breakable through regular game mechanics
- Item identification and other elements of roguelike gameplay that have puzzle elements
- Andrew gets a surprise vomit puzzle
- Puzzle-based combat, a la Zelda-style bosses, with a shout-out to Rogue's Souls (a Dark Souls-based roguelike)
- Always solvable = too predictable? Sometimes less exclusions make more interesting content.
- The sense of agency in a game that reacts to your actions
- Hiding the hand of the designer and keeping the puzzles unpredictable across games
- Don't do sokoban levels. Just don't.
Games mentioned: Ultima Ratio Regum, Malachite Dreams, Turnament, Ending, Brogue, Rogue's Souls, Toby the Trapper, Mosaic, DCSS, PuzzleScript, Corrypt,
Join us next time on Roguelike Radio to get your rogue on.