Soren Johnson Posted February 15, 2016 In this episode, Adam Saltsman interviews Tyriq Plummer, who is the artist, designer, and programmer behind the roguelike platformer Catacomb Kids. They discuss why a game should let you eat your severed arm, how items can be adjectives instead of verbs, and how to design a deep game when you don't see the bottom yet. Games Discussed: Lonely Hated Rock, Powder, Spelunky, Catacomb Kids, Cibele https://www.idlethumbs.net/designernotes/episodes/tyriq-plummer Share this post Link to post Share on other sites
sclpls Posted February 24, 2016 I was really surprised to hear that Tyriq came to roguelikes later on because his game is definitely in tune with the design sensibilities in a way that I haven't seen other games that mash up procedural generation & permadeath with another genre. When I first played Catacomb Kids my first thought was, "wow, whoever made this felt like Spelunky wasn't a serious enough platformer, or a serious enough roguelike!" Share this post Link to post Share on other sites