“Never! You will never create just a simple game!”
This was my - Tindaro's - first reaction when Daniel told me he wanted to create a simple game first.
The Initial Plan
Daniel took a game design from a few years ago and we decided to develop and bring this design to life. It’s a dark world and the story is set in a dark fantasy environment. You move a character while your floating swords automatically attack.
That’s it… well, not quite.
How the Scope Expanded
During the detailed design of the game, we got more and more ideas. We reviewed stuff like what kind of enemies to use, how they move, and how we should play the characters. What if we have an action RPG, but without active skills, mana, stamina, and other typical stats?
We realized tactical depth should be included, alongside:
- The roguelike/roguelite gameplay
- Lord Incremental mechanics
- A loot system inspired by trading card games
- A Bullet Heaven style
By the way, it should look good, too. And you know what? That is exactly what happened: We put everything together and decided that our game should combine all of these elements.
The Core of Vagabonds
That’s the core of Vagabonds: a new game genre which we call Rogue-Incremental.