brodnork

i'm something

  • they/them

Game developer, animator, artist, dumpling eater, bug appreciator, creator of squishy friends.
β˜…β˜…β˜…
Created Frogsong! Working on a secret new game!

finfin come and see him


My website! 🐝
bumblebee.city/
My frog game! 🐸
frogsonggame.com/
support me pls!! πŸ¦‘
www.patreon.com/brodnork
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in reply to @brodnork's post:

Slay the Spire is the obvious one (also, Dicey Dungeons). Traditional roguelikes (like, NetHack or Dungeon Crawl Stone Soup) are generally turn-based but that's probably not exactly what you're looking for.

I had a prototype I'm too embarrassed to share, but it was a more traditional grid-based rogue thing. each unit had Action Points for their turn and was generally balanced around the idea of a turn being 1 move action and 1 attack but with flexibility to do weird combos or 2 attacks instead of a move etc.

this was very obviously inspired by xcom but i think it worked kinda well ^^

also party-based jrpg type games often have this kind of feel, where each character gets only one move but they are next to each other in the move order so you can make combos between them. you can kinda conceptualize that as "one turn N actions"

do you just mean like, non real time action based roguelikes? or do you mean something more specific?

in any case, just going down my steam library:

darkest dungeon
guild of dungeoneering
monster train

also, turn based but less likely to be what you're thinking of:

caves of qud (or any traditional roguelike, really)

and also, some ones that are sort of real time action but with a pause button, if you think that counts:

FTL
loop hero