Being able to get into the game quickly is important and having an appealing visual style also helps add to this. Using new characters and new abilities will entice the player to further progress and play the game. Dying within the game is not the end: once you die, you will want to go back and try to improve on your performance. Within Nuclear Throne there are a few factors that help this become a reality. Coming Back for MoreĪs with all roguelike games, replayability is important. This way, you are thrown a lot of content as the player, but it will require you to go through the game many times to get a ranged experience. Instead, the game makes the levels by borrowing from both sides of the spectrum (easy and hard elements). This does make difficulty balancing a major challenge and likely the best way around this is to flatten out the difficulty curve: zvoid having the game progress through easy, normal, and hard from start to finish. With the randomized levels, enemy patterns and situations the player needs to adapt quick to survive. As soon as you start the game, there is a tutorial that lasts for a minute or two and as soon as that is over, you are shoved straight into the action. The gameplay in Nuclear Throne has an element of spontaneity. You will end up getting to experience every character very fast. It will never fail to keep things fresh when it comes to level design. This is very similar to Spelunky as well: assets are reused and themes are applied but nothing layout-wise is ever the same. This works into enemy patrols and spawns along with how and what you will encounter within each area. Elements use various themes and look similar, but no two layouts are the same. This mechanic is used primarily within Nuclear Throne for level generation. It allows for many other elements to come together to form the fun factor and feel for the gameplay in this genre. Procedural Generation is essentially a staple of roguelike design. You play as these mutated beings who need to survive the dangers that exist in the world after “the apocalypse.” Your main goal is to reach the Nuclear Throne, known only by legend. The game is set after the time of humans, brought on by a cataclysmic event. Both of these games have very similar roguelike elements and are games that are amazing for indie developers to learn from. I feel it is very similar in many ways, except for the platforming aspect of gameplay. I like to normally compare Nuclear Throne to another game, Spelunky. It is an extremely challenging game that sports a depth that may surprise some. Nuclear Throne is a top-down roguelike shooter that does many things right for the genre.
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