Official development blog

Category Archives: Design

Special Mode Design: RPGLIKE

This winter holiday season I released Cogmind’s seventh special mode, “RPGLIKE,” and quite unlike other events which have not necessarily been designed as permanent parts of the game to promote going forward, this one definitely is, and serves a specific purpose in that regard. A number of people are interested in the world of Cogmind, […]

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Movement QoL

Movement is pretty convenient in Cogmind, an important goal to aim for since this is generally the most common action players will perform in a roguelike. Four different methods are supported out of the box, the mouse along with three different keyboard-based methods (numpad, arrow keys, and hjkl). About the same number of players use […]

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Special Mode Design: Abominations

Earlier this year I wrote about the hows and whys of alternate modes of play for roguelikes, taking a look at conducts and challenges and other unique ways to enjoy various games, and today I’m back to expand on that with some of the design process behind Cogmind’s latest new mode for Halloween 2019: Abominations! […]

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Siege Tread Mechanics

Hot on the heels of upgradable RIF abilities for bothackers, Cogmind has gotten yet another relatively accessible new mechanic that will lead to a variety of new tactics: all multislot treads have the option to enter “siege mode.” Patron Item/Mechanic One of the goals I’d set on my Patreon was to allow players to submit ideas […]

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Quicksaving and Restore Points

For me, permadeath is a huge part of the roguelike experience. When you make enough mistakes that you lose–that’s it, it’s over. No immediately starting from a safe checkpoint not long before in order to try again, no in-game benefits carrying over to future attempts. Each run is an isolated attempt in which you’re armed […]

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