I figure it would be useful to take some time to address some points of speculation raised in various forums. Oh yes, we read what you write. Wherever Dungeons of Dredmor is mentioned, we’re all over that. (Thanks Google.) But enough faffing about, I’m going to respond to a few points raised out in the Internetlands.
Well … one more bit of faffing around first.
Those eyebrows are out of this world.
“What’s up with the eyebrows?”
They took on a life of their own. Originally the eyebrows were fairly large due to making art based on up-sizing the Hero sprite whose features were necessarily exaggerated to be visible in tiny pixel art form. Then from there … oh, from there they just grew and grew. I think we thought it was funny to make them bigger. It’s like how wizards and Russian politicians have huge eyebrows because they’re so powerful. We were drinking a lot of coffee; it made sense.
You get used to it. Takes time.
(And about FLCL: Our eyebrows showed up before I’d heard of FLCL. I’m not an anime/manga guy at all so this similarity had to be pointed out to me.)
“Is there Permadeath?”
Yes. It is an option you can enable.
“Why is this game so silly?”
It just happened this way. Maybe it’s just the chemistry our team has together. Granted though, the game was probably made from the start to have some levity to it — see the monster animations as a starting point. We rolled with it.
Really, the silliness is probably due to three guys being stuck in a basement with piles of caffeinated drinks and listening to totally awesome fantasy metal.
“Is it just a silly game without gameplay?”
I assure you, we’ve got some neat mechanics going on. Judging from the testers, hardcore rpg players seem to be enjoying themselves. And dying a lot, hah! I think we’re pretty solid on the gameplay side of things, just need to fill out some content. What worries me now is making all of these mechanics comprehensible to players who are not as familiar with the roguelike/CRPG genres, so we’re doing lots of UI additions and polish.
And to speak for myself on the matter of gameplay: Frankly, I’d hate to make a boring game that had no substance and I can’t stand grindy rpgs that substitute artificial scarcity and delay for meaningful gameplay — I am of the opinion that gameplay should be engaging, interesting, and involve making tactical decisions. It should be intellectually engaging, I mean. Further, gameplay should be its own reward, not a labour that one must undertake for something else, be it “rare” items or achievements or locked-up narrative advancement.
We play games for playing games, right?
“Are there keyboard controls or is it only mouse controlled?”
A combination of both. You can do everything with a mouse but you can’t do everything with a keyboard. I prefer to use keyboard controls for movement and quick item/spell selection while I use the mouse for item manipulation and attack targeting.
“Is that Guybrush Threepwood?”
Sorta. The artist who drew the hero sprite for Dredmor, Bryan Rathman, was influenced by the art of games like Monkey Island and Quest For Glory.
Have any more questions/suggestions/accusations? Feel free to leave ’em in the comments or send them to our contact email.