![]() No wonder, literally just a letter of difference.įrom our perspective, the best reason we found to call a game a roguelite is a certain level of forgiveness, usually in the form of the so-called persistence layer. The second kind is more or less anything that vaguely resembles a roguelike.īut in real life, we’ve seen roguelites called roguelikes and vice versa. Meaning features like “procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death” are obligatory. Theoretically, the first kind is just like a certain ancient game called Rogue. There are rogue like games, and rogue lite games. For now, let’s focus on why we call Witchfire a “roguelite”. I am using it here as a vague reminder of what the game is. That is our current logline (a brief summary of the game that shows the main theme, character and conflict). Witchfire is a dark fantasy roguelite shooter from the creators of Painkiller, Bulletstorm, and The Vanishing of Ethan Carter. ![]() There are some juicy bits of info in that section, indeed.Īrmed with strange weapons and forbidden pagan magic, hunt a powerful witch holding the key to your salvation. And then it’s time for a fat Q&A session, the biggest we’ve ever done. We will discuss the release date, a certain core feature of the game, and the fandom. " A Date, a Feature, an Indie Drama and the Biggest Q&A Yet!Īlso, images and videos from the yesterday's build Remember that cryptic teaser from 4 years ago?īesides a few WIP snippets, irregular dev blog posts, as well as appearances at smaller conventions the project went rather quiet since then.
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