Uploaded October 2020 | Updated September 2026, 9 hours ago
This talk is from the 2020 virtual Roguelike Celebration:
roguelike.club/event2020.html
Rosalind is a queer indie game designer who likes crunchy overcomplicated games. In this lightning talk she discusses how early roguelikes used hunger to push the player ever onwards and prevent grinding, how some modern roguelikes have replaced that with other pace-setting systems and her proposed system for her upcoming game: Castle Cthulhu, which puts a horror twist on these anti-grinding pacing mechanics.
Find her on Twitter: twitter.com/RosalyndMC
This talk is from the 2020 virtual Roguelike Celebration:
roguelike.club/event2020.html
Rosalind is a queer indie game designer who likes crunchy overcomplicated games. In this lightning talk she discusses how early roguelikes used hunger to push the player ever onwards and prevent grinding, how some modern roguelikes have replaced that with other pace-setting systems and her proposed system for her upcoming game: Castle Cthulhu, which puts a horror twist on these anti-grinding pacing mechanics.
Find her on Twitter: twitter.com/RosalyndMC










