![]() Our goal was to create a seamless contrast of cosy farming and frantic action, but we really wanted to put the player in charge of exactly when each of those cycles begins. We love the games you mentioned :) While Moonlighter is not a particularly direct inspiration, and Cult of the Lamb came out by the time we were already deep in development of Voltaire, one of the big driving factors for the game was how we REALLY enjoyed Atomicrops - except for one thing: timer anxiety! Seems like Cult of the Lamb and/or Atomicrops, maybe mixed with a bit of Moonlighter? I like all of those games, so I'm not upset about a new take on it, but curious if these were inspirations, if the devs played them how it may differ, etc. Originally posted by TheBeardedTom:Curious what y'all think about the "management cycle" mixed with "roguelike cycle." ![]()
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