This Indie Action-RPG Channels Zelda And Wild Arms

Sometimes, when you're sleep-deprived and jetlagged and sore and overworked, you'll go up to the game Delver's Drop and spend an entire video calling it "Deliver's Drop." Oops. Sorry, guys at Pixelscopic.


My dumb gaffes aside, this indie looks really interesting. Don't expect it for a while, though: the team just started development about a month ago.


Was somewhat interested until he said "randomly generated."

You cannot have interesting puzzle and level designs and a memorable game built with randomly generated areas. More developers need to get it through their heads that it's far better to deliver a limited amount of finely-tuned designs than it is to throw "infinite" possibilities at players with random generation. The results make no sense, they follow only basic rules, they end up feeling the same EVERY time with slight variations rather than feeling like a game someone actually DESIGNED. Where you can make satisfying and thoughtful level designs that go above and beyond (like, say, the shape of the level map gives you a clue that leads you to an otherwise far-too-arbitrary-to-find area) what is required of a game.

Whatever happened to pacing? Difficulty curve? Whatever happened to introducing new mechanics and elements in a thoughtful way so as to give the player a chance to prepare in a safer environment? (say, blocks that fall when you stand on them. Make the player cross them in an otherwise safe room, with plenty of space to get across the new gap and lots of sturdy floors to escape to, and they'll know what to expect when the next room mixes in enemies and forces you to cross the floors faster) This randomness is really what turned me off Torchlight and other games like it, because they really seem like they could shine if they were actually designed. Instead, a lot of effort goes into making random generators work, and the finer and more important aspects of design are forced to the wayside as a result.