Inkbound is already changing the way I think about roguelikes
I don’t envy anyone who sets out to make a roguelike. The genre presents a wide range of challenges that can make or break a game. How long should a run take? What’s the right amount of challenge? How do you keep people coming back for one more run? The answer to one of those questions could be the wrong solution for the others. It’s the most delicate of digital balancing acts that only a handful of studios have down to a science.