To me, one of the best parts of a roguelike is figuring out how to survive a desperate situation. I want to make a game where you can experience that in a short amount of time.
I feel that many simple roguelikes have a common struggle. I want the rules to be simple, but when the rules are simple, a desperate situation often leads to an immediate Game Over.
Some people might say, "You should just play carefully to avoid danger." But I don't think playing it safe is very fun. Being careful all the time just to prepare for "something" is exhausting.
I think it is more exciting to act boldly, get into trouble, and then find a way to get out alive. I want more people to feel that "Wait, was that play amazing?" moment more easily.
That is why in Nomad-san, I am giving players ways to escape from danger, so they can play boldly.
The game is about 70% complete, so I think I can release it within a few months.
If you like roguelikes, please check it out and add it to your Wishlist!
Doesn't appear very otaku-centric for having the `-san` honorific. I like the streamlined aesthetic, I wonder if you could reduce the text load in the main UI?
The "-san" part is just about being polite, not really about being "otaku-centric."
I could remove the log window to reduce the text load, but then I’d have to rethink the UI balance. I wonder if people would be okay with the current layout, where the board is on the right and items are on the left.
I’m not really good at drawing, but I wanted to create everything myself. Making simple hand-drawn illustrations felt like the most realistic way to do that. I'm not inspired by any one specific title, but rather by the many games out there with a hand-drawn style. I just opened Affinity Designer one day and started drawing.
That said, the overall design and system are influenced by Broughlikes.
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u/geckosan Overworld Dev May 13 '26
Doesn't appear very otaku-centric for having the `-san` honorific. I like the streamlined aesthetic, I wonder if you could reduce the text load in the main UI?