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Crypt of the NecroDancer

A rhythm-based dungeon crawler.

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Where Crypt of the NecroDancer comes up2 episodes and tests

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In short

Crypt of the NecroDancer worked by fixing a genre problem and blending genres. Ryan Clark felt roguelikes leaned too hard on randomness, so he built a dungeon crawler around player skill, and he combined it with rhythm gameplay to make something novel. The sources give no sales or player numbers. The lesson: find a flaw in a genre, then borrow mechanics from outside it to fix it.

At a glanceNecroDancer began as a fix for roguelike randomness
  1. 1Spot a genre complaintRoguelikes leaned too hard on randomness
  2. 2Design the fixCenter the game on player skill
  3. 3Blend in rhythmMerged mechanics from two genres
  4. 4Ship something newA rhythm-based roguelike, not a copy

From Ryan Clark's NecroDancer design story

What was said about Crypt of the NecroDancer

  • Ryan Clark built NecroDancer by fixing what he disliked about roguelikes. Ryan Clark felt roguelikes leaned too hard on randomness, so he made a dungeon crawler centered on player skill. That game became Crypt of the NecroDancer.

    It is offered as an example of starting from a complaint about a genre and designing the fix. Jonas Tyroller's team used the same approach for their city builder Islanders.

  • Mixing rhythm with roguelike made a novel game. Crypt of the NecroDancer is a rhythm-based roguelike. Merging mechanics from two genres produced something new, rather than a copy of either one.

    The source says blending genres can freshen a genre by "looking outside of current conventions", and that it can even create new genres.

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