Din’s Curse Interview

Soldak Entertainment’s Steven Peeler took some time out of his day to answer a fistful of questions for Tales of the Rampant Coyote about his development history, his indie company, and his latest release, Din’s Curse.

Rampant Coyote: You’ve incorporated a lot of roguelike elements into Din’s Curse. Can you tell me more about them?

Steven Peeler: Actually the funny thing is I really haven’t purposely pulled many ideas from roguelikes. Diablo took the idea of rogue, added nice graphics, and simplified it a lot. Din starts with a Diablo action RPG concept and adds a lot more depth. So it’s not too surprising that we overlap roguelikes quite a bit.

Some of the things we have in common are a hardcore mode, lots of environmental interaction, and special rooms. Hardcore (also know as permadeath) is only an option, but it’s there for those that like that tense, danger feeling. There are tons of objects to interact with in the environment like traps, dangerous liquids like magma and oil, support beams that are holding up the ceiling, obelisks that can give you cool temporary boosts, and many more cool things. Beware many monsters can also use the environment to their advantage! As for special rooms, we have things like vaults, lairs, and treasure rooms which are very similar to some roguelikes.

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