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“Unfortunately, indie developers have to eat”: Developer of bizarre-o Dungeon crawler learned: “Next time, make a roguelike” because many players don’t prefer new ideas to “safe alternatives”.

“Unfortunately, indie developers have to eat”: Developer of bizarre-o Dungeon crawler learned: “Next time, make a roguelike” because many players don’t prefer new ideas to “safe alternatives”.

The critical success, but financial difficulties of the beautiful tactical RPG Arco sparked a discussion about the risks of developing games with unusual pitches and mechanics, compared to standard genres that can bring more regular success. Lee Williams, who you may know from bizarre-o dungeon crawler Cryptmasterwhich has over 1,100 “overwhelmingly positive” reviews on Steamset a finer point “One lesson I learned from Cryptmaster was, ‘Next time, make a roguelike…’ A lot of people say they want innovation and risk-taking, but it seems that very few actually want that.”

Franek, the Arco developer who initially expressed frustration that Arco was “selling so poorly” that “we are far from recouping the profits or making a decent income after the split,” seemed to agree with Williams. “(I’m not going to lie) my roguelike instinct was so tingling,” Franek replied.

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