Hogar Noticias Local Thunk no jugó ningún juego Roguelike durante el desarrollo de Balatro ... excepto matar a la aguja

Local Thunk no jugó ningún juego Roguelike durante el desarrollo de Balatro ... excepto matar a la aguja

Mar 15,2025 Autor: Hazel

El desarrollador de Balatro, Local Thunk, recientemente compartió una historia de desarrollo fascinante en su blog personal, revelando un detalle sorprendente: evitaban jugar a Rogue-Bikes durante la creación de Balatro, excepto para uno.

Su blog detalla una decisión consciente, a partir de diciembre de 2021, para abstenerse de interpretar a Rogue-Dikes. Esto no fue para crear un juego superior, sino una elección personal. El desarrollo del juego fue un pasatiempo, no un negocio; La alegría se encontraba en el proceso experimental, abrazando errores y reinventando la rueda, en lugar de tomar prestados diseños establecidos. Este enfoque, mientras se sacrifica potencialmente, alineado con su proceso creativo.

Sin embargo, esta regla autoimpuesta se rompió un año y medio más tarde con la llegada de Slay the Spire . ¿La reacción de Thunk? "Santa mierda", escribieron, "ahora eso es un juego". ¿La razón de esta única excepción? Implementación del controlador de depuración para un juego de cartas. Sin embargo, la experiencia demostró su regla autoimpuesta, ya que el diseño de Slay the Spire es innegablemente convincente y podría haber llevado fácilmente a imitación involuntaria.

La autopsia de Thunk está llena de anécdotas perspicaces. La carpeta de trabajo inicial del juego se tituló unimaginativamente "Cardgame" y permaneció sin cambios durante gran parte del desarrollo. El título de trabajo, "Joker Poker", también ofrece una idea de las primeras etapas del juego.

Se detallan varias características desechadas, que incluyen: un sistema de pseudo-shop para actualizaciones de tarjetas (similar a las mascotas Super Auto ), una moneda separada para vuelos y una mecánica de "sello dorado" para reproducir tarjetas.

El número de bromistas (150) resultó de una falta de comunicación con el editor PlayStack, donde más tarde se discutió una mención inicial de 120 bromistas como 150. Thunk consideró que 150 un mejor número y se ajustó en consecuencia.

Finalmente, se explica el origen del nombre "Local Thunk". Es una broma de programación derivada de una conversación con su socio Learning R Programming, donde el término "Thunk" se usó para describir el nombramiento variable. El uso del lenguaje de programación LUA de la palabra clave "local" completó el apodo.

La publicación del blog de Thunk ofrece una inmersión mucho más profunda en la creación de Balatro. IGN, un fuerte defensor del juego, le otorgó un 9/10, elogiando su mecánica de construcción de mazos y un juego adictivo.

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