Pyramid – post-compo thoughts
(Mostly lifted from my blog here)
I’ve threatened to make a roguelike a couple of times before. In fact one previous effort got quite far before I abandoned it. So what better time to finally get one out of my system than a game jam about minimalism? Roguelikes have always gone for a minimalist graphical approach anyway, right?
My fourth game of the year, then, is Pyramid: a minimalistic roguelike. Things went quite well on balance: I actually went with my first idea, which is often a bad move but it allowed me to get good and focused early on. The pyramid motif comes from the level progression: level 1 is merely 2×2 squares, and indeed looks very minimalistic! Each subsequent level expands the size of the layout by 1 in both directions. Gradually a vision fog comes into play more and wandering spirits (the coloured blocks) appear and will attack you without a second though.
I’m quite pleased with the clean visual style. It certainly helped having the simple graphics (although getting that highlight on the top and right edges of the squares took far more investigating than it ever should have… there’s always something).
Undoubtedly there are bugs – the occasional incompletable levels are a frustration (and the reason a reset feature was added). It’s also too hard, really. But generally from this one I have no regrets, and look forward to trying something entirely different next time out!
And I almost forgot – I’ll stick a timelapse of development up soon but I just haven’t got around to compiling it yet. Busy busy…
