Roguelikes are my favourite genre of game and Brogue [official site] is one of my favourite roguelikes. It has the genre’s carefully interlocking systems, which drive players towards important decisions and produce plentiful fun anecdotes, but it also presents them via an interface that’s approachable and without the bloat that can make its peers intimidating or fatiguing to play.
I think a large part of Brogue’s appeal lies in its level generation, which creates tight spaces full of interesting environmental detail, with traps to avoid, chasms to fall into, and a strange ASCII beauty. I spoke to the game’s creator, Brian Walker, about what his design goals for those levels are, how you balance a game you can’t predict, and the exact process by which the game creates those levels.
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