The basic elements – exploration, looting, procedurally generated environments and the concept of permadeath ie no lives: once you re dead, the game is over – can be found informing hundreds of titles, from Spelunky to Nuclear Throne to Don t Starve.
Four years ago, however, roguelike games were something of a forgotten relic, an idiosyncratic offshoot of the role-playing game genre that would flourish with more forgiving, visually rich titles like Final Fantasy and Legend of Zelda.
Photograph: Bay 12
I was really into what was then a forgotten genre, he says.
Roguelikes are generally focused on system design as opposed to aesthetics; I wanted to make something that had roguelike gameplay but was also pleasing to the eye.
I personally love games that are about exploration - I hope this comes through in Below.
The thing is, we re living in an era where digital distribution and the easy availability of tools have led to a huge increase in the number of game releases.