Sunday, December 28, 2025

Roguelike Radio episode 169: Innovation

Darren Grey and Mark Johnson discuss design of innovative mechanics in roguelikes.

You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.



Synopsis & Useful Links

  • Innovation in Seven Day Roguelikes
  • Single feature focus
  • Needing to know the landscape
  • Genre/settings mashup and comboing elements from other genres
  • Innovating around restrictions
  • Mark's attempts at innovation in Ultima Ratio Regum and how some innovations can only take place in big games
  • How to innovate in larger roguelikes
  • Player-inspired innovation
  • When players don't like innovation, and how to change things whilst bringing them along 
  • Innovating with geometry and flexing away from traditional grid-based mechanics 
  • Alternative death / health mechanics
  • Challenges in introducing innovation - teaching new mechanics, new UI, too much change at once, communicating innovation with context and theme, 
  • When you innovate so much it stops being a roguelike
  • Areas we think are particularly ripe for innovation in roguelikes 
  • 7DRLs mentioned: Toby the Trapper, Nightfall, ZeldaRL, Gruesome, Broken Bottle
  • Other games discussed: DoomRL, BrogueUltimate Ratio Regum, Caves of Qud, Tales of Maj'Eyal, DCSS, HyperRogue
  • Non-Euclidean Spaces in Roguelikes

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