For a non-combat game, puzzles play an important role. They are part of the resistance/reward cycle that keeps the game interesting. If you only receive rewards all the time, then there's no reason to receive rewards. They are virtual items after all. They are only useful in helping you to progress through the game. There needs to be some kind of resistance to your progress, or progress loses all meaning. In a roguelike, we want the resistance to be procedurally generated. This usually means random monsters, traps and encounters. Locked doors and so on. Most roguelikes avoid procedurally generated puzzles, because they are harder to make than simple combat encounters. Games that use puzzles often spend a lot of time to make the puzzles difficult and unique. But once you've mastered the puzzle, there's no fun to had in replaying it. How can we make replayable puzzles for a non-combat roguelike? Some time ago, I had a go at brainstorming some procedurally generate...
A blog about my various game dev projects.