Rogue Legacy 2 is now available and ready to let your in-game heirs take up the fight.
In this genealogical rogue-lite, you’ll encounter randomly generated regions, changing characters, unexpected enemies, and more. The only constant is that your heirs will succeed you. Every child is different, with their own traits and abilities. Your daughter could rain down arrows from above as a Ranger, soar through the skies as a Dragon Lancer, or entertain her foes as a Bard – the abilities will change with each generation.
To help you familiarize yourself with some of the skills of your future children, we spoke to game designer Teddy Lee about what players can expect in Rogue Legacy 2.
Can you please tell us your name and your contribution to the game? Did you participate in the first game?
Hello, my name is Teddy Lee and I am the game designer for Rogue Legacy 2. I was also the game designer for Legacy of Thieves 1.
What do you think sets Rogue Legacy 2 apart from the first iteration? What was the biggest change that you hope people familiar with the game will recognize?
It’s hard to say because so much has changed since the first one! But one thing I’m really proud of is all the different hero classes we’ve been able to design. In the original, each class looked a lot alike. They had different stats and different talent, but they all wielded the same sword. Because of this, we knew early on with Rogue Legacy 2 that we wanted classes to be unique. Now the barbarian uses an axe, the mage uses a wand, and the chef uses… a frying pan?
It was a huge challenge to make all these new classes not only fun to play, but also well balanced. It took us a long time to accomplish this, and it wouldn’t have been possible without an incredibly supportive community that provides us with constant feedback. And even though it was tough, we still managed to create 15 different heroes, more than the original, and with the launch on the Nintendo Switch™ system, we’ve added even more subclasses that make the experience extremely different every time!
In terms of traits, what lessons did you take from the first game and how did those carry over to Rogue Legacy 2?
Let everything have a compromise! For the original Rogue Legacy, the traits acted more like surprises for people, just to make them smile when they first played the game. But as they kept playing, the traits wouldn’t be chosen because players weren’t curious about them anymore. For RL2, we’ve added bonus gold when selecting certain traits to encourage players to always test themselves and keep things interesting.
Even if some traits never seem to be chosen, the reward for challenging yourself can be very enticing. In fact, our hardest trait, called One-Hit Wonder, only gives your hero one point of health. It sounds crazy, but with its massive gold bonus, it’s the most popular trait in the game.
What’s your favorite part of the game?
We’re very proud of everything we put into Rogue Legacy 2, but personally my favorite part is the story. We’ve put a lot of time and effort into it and done our best to tell a story that’s not only interesting to read, but unique in the way it’s told. It’s a complex narrative that unfolds in a non-linear way, which can make things difficult to understand. I made myself a mountain trying to tackle this, but it’s a mountain that I felt I was able to climb, so it’s a bit special for me.
Editor’s Note: If you would like to learn more or purchase Rogue Legacy 2, please see the link below.