Making video games is hard, time consuming (and sometimes thankless) work. Now, more so than ever. Smaller scale, indie developers are in an especially tricky place, expected to make games of a comparable scale to AAA titles, with a fraction of a fraction of the resources. In these cases, the idea of making a “Roguelike” seems like the perfect cheat to get around this.
It’s been a relatively sparse summer in terms of video games. After weeks of nothing of particular interest, suddenly we find ourselves drowning in games. All of which seem to fill the same niche. “Metroidvania”, “Roguelike-like” and “Procedurally Generated” are the common terms linking a great many number of them, but of them, only one has managed to stick out and actually capture my interest: Dead Cells.