Roguelike Development


Possession 2: One year later…

Wow, I knew it had been a while since the last post, but I didn’t realize it had been a year. Hold on, this is gonna be a long one.   For a while, I wasn’t really doing much work on Possession 2 at all. Actually, going by my notes, from May […]


Possession 2: Fear and Loathing part 2 (Loathing)

In games like this, almost everything is usually trying to kill the player. It makes sense from a gameplay perspective, of course. Monsters are there to be obstacles standing between you and your goal. In the Possession games, you can even make an argument that makes sense from a narrative standpoint: people and […]


Possession 2: Fun with Checkboxes

So much for pre-written posts preventing me from going months without a post. I could make excuses, I could call myself a garbage human being, but whatever. It is what it is. It just worries me, because I know that marketing is really what determines how well your game’s going […]


Possession 2: Fear and Loathing Part 1 (Fear)

Not all the creatures in the caves are mindless monsters that will attack until one of you is dead — though some particularly stubborn, foolish or brave ones will. Most creatures in the game have a fear value that can cause them to run away if it gets too high. When a creature […]