Uploaded October 2020 | Updated September 2026, 14 hours ago
This talk is from the 2020 virtual Roguelike Celebration:
roguelike.club/event2020.html
Andrew Aversa is the developer of Tangledeep, a traditional roguelike for PC & Nintendo Switch. Though he considers himself a full-time programmer and designer, his background is in music production and composition, where he made a career for over 10 years before pursuing a lifelong dream of making games.
In this talk, Andrew questions the premise built into roguelikes of trying to beat the game across many attempts. Beating any classic roguelike is a badge of honour - but Andrew asks us to consider what happens when permadeath is optional? Does traditional roguelike game design break down? And how does this change player's expectations of the game?
Find him on Twitter: twitter.com/ImpactGameworks
Tangledeep: store.steampowered.com/app/628770/Tangledeep
Andrew at Roguelike Celebration 2018 talking about Tangledeep and difficulty: youtube.com/watch?v=Gluz5nIplcA
This talk is from the 2020 virtual Roguelike Celebration:
roguelike.club/event2020.html
Andrew Aversa is the developer of Tangledeep, a traditional roguelike for PC & Nintendo Switch. Though he considers himself a full-time programmer and designer, his background is in music production and composition, where he made a career for over 10 years before pursuing a lifelong dream of making games.
In this talk, Andrew questions the premise built into roguelikes of trying to beat the game across many attempts. Beating any classic roguelike is a badge of honour - but Andrew asks us to consider what happens when permadeath is optional? Does traditional roguelike game design break down? And how does this change player's expectations of the game?
Find him on Twitter: twitter.com/ImpactGameworks
Tangledeep: store.steampowered.com/app/628770/Tangledeep
Andrew at Roguelike Celebration 2018 talking about Tangledeep and difficulty: youtube.com/watch?v=Gluz5nIplcA










