Roguelikes, Persistency, and Progression | Game Maker's Toolkit

One of the biggest decisions for any developer making a roguelike, is whether or not to add persistent upgrades. Should every run be the same, like Spelunky? Or should your character get more powerful over time, like Rogue Legacy? Let’s look at the pros and cons of both approaches.

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Games shown in this episode (in order of appearance)

Enter the Gungeon (Dodge Roll, 2016)
Rogue (A.I. Design, 1980)
Monolith (Team D-13, 2017)
Crypt of the NecroDancer (Brace Yourself Games, 2015)
The Binding of Isaac: Rebirth (Nicalis / Edmund McMillen, 2014)
Spelunky (Derek Yu, 2012)
Rogue Legacy (Cellar Door Games, 2013)
Dead Cells (Motion Twin, 2018)
Slay the Spire (Mega Crit Games, 2019)
FTL: Faster Than Light (Subset Games, 2012)
Call of Duty: Infinite Warfare (Infinity Ward, 2016)
Flinthook (Tribute Games, 2017)
Nuclear Throne (Vlambeer, 2015)
NetHack: Legacy (FrozenCrate, 2018)
Downwell (Moppin, 2015)
Hades (Supergiant Games, In Early Access)
Into the Breach (Subset Games, 2018)
Invisible, Inc. (Klei Entertainment, 2015)

Music used in this episode

Curiosity – Blue Wednesday (
Spelunky soundtrack – Eric Suhrke (
Donut County soundtrack – Daniel Koestner (

Other credits

Zero Deaths Victory! World First! World Record! [Rogue Legacy] | ZorsYT


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