During the past week, the Roguelike Mode has continued to get some development love, and we’re out for some feedback once again! We’ve been discussing and implementing persistency of the Roguelike, and come up with a little town called Arcadia.
The idea behind Arcadia is to give an anchor point between your runs. In the screenshot is a basic version of the town, but as you progress through the mode you’ll unlock town improvements, both functional and purely cosmetical. Let’s break the major features down:
Essence of Grindea
Essence is a roguelike only currency used within Arcadia. You’ll find it as rare drops from monsters and bosses, as well as rewards for quests, accomplishments and at the end of runs. Needless to say, all essence collected will go into a pool that’s not limited to a single character!
Perks
Perks are tiny advantages you can unlock and equip to boost your chances. While we’re planning to add quite a bunch of these, you can only have three equipped at one time! Examples of perks are starting items, a small sum of money, a skill point, slightly better drop rates, and so forth. In the screenshot, I’ve equipped a perk letting me start with a Squire’s Sword instead of the Wooden Sword, giving me a slight early game edge!
Quests and Achievements
Quests work a bit differently from the regular game. You can only have one quest active at a time, but you can change and remove the active quest whenever you want. While a quest is active, the roguelike mode is changed in some way. For example, if a quest NPC asks you to “defeat the Pumpking in Pumpkin Woods”, a Pumpking (it doesn’t really exist – yet) will spawn as a boss or a challenge. Perhaps a quest is a challenge to reach a certain floor with no healing whatsoever, disabling healing in runs as long as the quest is active! Quests will never make a run easier, so you can’t use them to unfairly boost your score.
Achievements also exist in the story mode, but as with quests they work a bit differently. While they are character based there, in the roguelike mode they carry over between runs and give rewards relevant to the roguelike. An achievement might be to reach certain floors without taking damage, beating high score thresholds, or completing difficult challenges.
Transferable Items
Transferable Items are things you unlock which can then be redeemed by your characters in story mode! This will probably mainly feature cosmetic items — especially viable with the new style slots — but we could technically also have genuinely powerful equipment transfers with level restrictions.
Please let us know what you think, and don’t hesitate to share your ideas!
No weekly recap is complete without some moving graphics from Fred, so to tie the topic together, here’s a new level up effect for when a player… yeah.
PS: We made the Slime Hammer wobble <3
I like it. I didn’t know there would be a score either which is a pleasant surprise. All those things really give the player incentive to improve their score and progress in the roguelike mode.