Woah, we've struck upon and surpassed that 50% mark! I'm super grateful to all of you backers who've decided to take this journey with me. It's gonna be so fun!
In the meantime I've made a little video for you all showing some of the level of interaction I hope to achieve in the game.
Development Video 1
So, I don't use the term 'roguelike' lightly when describing games. To me, roguelike means more than just procedural levels and permadeath: it indicates a whole philosophy that applies the same game rules to everything, and gives players the tools to engage with this system in ways that allow truly unique stories to emerge. While Catacomb Kids is obviously not turn-based like traditional roguelikes, it doesn't abandon their spirit of freedom, interactivity, and a universal system.
This first development video aims to show some of the ways these simple elements can interact to create more complex situations, by exploring one of the game's most basic objects: a rock.