Crosmando: Not a fan of roguelikes?
cmdr_flashheart: Honestly, the only rouge-like I can remember playing is FTL, and it was pretty fun. But if I am looking to play an RPG, I'd like to be able to follow a narrative, or explore the environment, and so I don't think I would find that game enjoyable if it's short.
i had asked c/o also wanting it more RPG and less rogue-esque.
from the FAQ on Starcrawlers:
[i]"Will there be permadeath / ironman mode? And can we turn it off?
Yes, and it will be completely optional. If you've opted to have permadeath on, once a Crawler is dead - they're dead. You can however hire a new Crawler of that class back at base and of course retain all their gear.
There will be a Hardcore Ironman mode: 1 save file, death is permanent. >:D"[/i]
heres a bit about the story:
[i]"NEW -> HOT -> How big a part of the game is story? Procedural content + story = ?!?!
We believe the heart of any decent RPG is it's story.
There is a central plot in StarCrawlers and it doesn't revolve around you saving the universe. Events will be set into motion by your crew and you'll have the opportunity to go from pawn to player (or flipping the table), depending on your actions.
Crawlers are a varied group, and you can play your team however you like, whether that's maliciously, heroically, or just self-serving-ly.
> How do you plan on procedural content working with the main plot?
The main plot of StarCrawlers is comprised of individual missions, all of which serve to advance the narrative of the storyline in some fashion. The main plot also has branching paths with different conclusions, and your choices about how to resolve the missions that make up this larger story alter where you are on the paths. Elements of the mission stories are randomized to keep things fresh (who's sending you, what they're after, where it's at) and the levels / events / enemy groups are procedurally generated from these mission stories."[/i]