King's Sea 2: Dev Diary 9 (Roguelike?)


Hey folks! 

After some thought, I removed "roguelike" from the tags/description. Even though it features the cool AF history sim system, it's not really a roguelike (despite the randomization and permadeath and ascii style with the logs etc) – at least not yet! Once I add some more mechanics, I might retag it as a roguelike. But honestly, the whole idea of a roguelike is pretty much just a "top-down RPG style dungeon crawler," and this just isn't that, right?

Unless you think of the different water bodies as dungeons...

(...This is a rabbit hole i dont want to go down right now lol)

(...Actually the idea of a whole entire self contained ecosystem in a massive dungeon relient on the consumption of unfortunate adventurers like in dungeon meshi would be amazing...maybe ill do that in a future project.)

I also wanted to give an update on "progress." 

What is progress in this case, really? I have some specific mechanics I want to add just to make the game more fun—like the hunger and energy systems. I'm still planning on doing the ghost thing (hopefully the next bit), and I also want to make it so if you're killed by a fish, it gets a name, an entry in the historical figures list, and then you can encounter it later.

I only have 15 more tasks left in my Trello for this game. Once I get all of that done, I'll consider this project complete and start on my next game—which will carry over everything, but instead of it just being the Odell Lake clone, it'll be a mix of an Oregon Trail clone and an Odell Lake clone in one game.

This is also a prelude to an even bigger project heh.

Thats whats up!

All stuff mentioned in the description is still planned in one way or another.

Thanks for reading!

Get King's Sea II

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.