Rogue Reflections v2.0 Plans


I just wanted to announce that I plan to do more work on Rogue Reflections to see if I can round the edges a bit more for new players, and add some of the end game / late game content I had originally planned but had to cut from the jam version due to time.

A high level list of changes I plan to make:

  • More complete gameplay / dungeon diving tutorial
  • General gameplay / information clarity as to why the player can and cannot do certain actions at certain times.
    • ie. the Sanity stat, healing, sacrificing, etc.
  • An achievement system to guide and reward players for completing aspects of the game.
    • I know systems like these can help a player feel like they progressing through the content with more certainty.
    • While this game does not currently have an "ending", I think it would be nice to inform the player that they have "100%"ed everything the game has to offer.
  • Sin Gems / Abilities will need to be equipped, they will not all be active once unlocked.
    • The number of equippable gems will be controlled by the level of a mirror's frame.
  • Player & Enemy power balancing
  • Additional enemy abilities to spice up combat more
  • More random events for increased variety in dungeon exploration.
  • Looting & Crafting balancing
    • Might aim to make the early and mid game crafting faster, and final upgrades a bit slower.
  • Possibly add additional dungeon tilesets.
  • Additional music, as well as randomization of music play order.
  • A new mirror that unlocks after completing Pride's Hall (threat level 7)
    • This mirror will only upgrade after completing any 8*, 9* and 10* run with it equipped.
    • It will increase the threat level of whatever level you select by 1 for that run.
      • Threat level controls the enemy difficulty, as well as the size of the dungeon.

Currently this is roughly what I have planned, but I will also be mulling over ideas on how to increase player agency without changing the simplified spirit of the game itself.

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