#4

I think there’s a fine line between the challenge of rogue-like deaths, and the infinite continues of the modern game. When you know you only have one life to live, the adrenaline can get pumping, you have 1 health point left and your run is on a knife’s edge. If you pull it off, there’sContinue reading →

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#3

The Hobgoblin Forest & the Importance of Playtesting Early on in development of Beard & Axe, I had to decide on some themes for the levels in the game. One of the first and most obvious was a forest. Nothing screams early-game fantasy like a hobgoblin infested wood! So of course came the hobgoblins. Squishy,Continue reading →

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#2

While a lot of the combat in Beard & Axe is melee based, every player equipped weapon also doubles as a gun. The shaft of dwarven axes are bored out and fitted with a matchlock trigger and serpentine, which allows their warriors to slash and cut at their enemies, all the while being capable ofContinue reading →

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#1

The first germ of an idea for Beard & Axe, the Rogue-lite Action-Adventure game I’ve put my nights and weekends into, was the Oath system. Or maybe it was the beer health system?  A separate health bar just for beer is about the most dwarf thing I could think of! Either way, the Oath systemContinue reading →

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