Back in 2012, when Orcs Must Die! burst onto the scene, it quickly cemented its place as a standout in the tower defense genre. Its unique twist? Bringing players right into the action with a third-person perspective. Fast forward through several more releases, and now we have the newest addition to the franchise: Orcs Must Die! Deathtrap. With this latest iteration, the game cranks things up a notch by offering four-player co-op, introducing fresh Mages, traps, and foes.
However, what’s truly intriguing about Orcs Must Die! Deathtrap is its brave foray into roguelite territory, a feature new to the series. By weaving in roguelite elements along with meta progression, Deathtrap opens up a world of endless possible builds for players to explore. In a recent chat with Game Rant, game director Kyle Snyder delved into how these roguelite elements function and the hurdles the team overcame during development.
According to Snyder, a key challenge was ensuring each gameplay run felt distinct, reflecting meaningful player choices. From early on, Snyder’s vision was clear: player decisions shouldn’t merely translate to basic stat boosts. While stats are undeniably a piece of the puzzle, visual changes also need to be apparent. Imagine opting to triple the trap sizes and witnessing that transform right before your eyes. Balancing these dynamic elements was no simple task, as Snyder shared:
“The real challenge lay in designing efficient systems and tools, enabling design, code, and art teams to integrate our coolest ideas as gameplay options. The result? Seven playable War Mages, over 36 traps, and nearly 500 Threads (boons). It’s a balancing act, and though some broken builds are a blast to play, we’ve ensured every run is a fresh experience.”
In a Deathtrap match, after fending off an enemy wave, you’re presented with three random “Threads” to choose from. These can enhance your Mage’s stats, cut down trap cooldowns, and more. Plus, every War Mage brings unique abilities to the table, adding layers to the game’s build strategies. As each level unfolds, players must navigate three random maps, complete with specific “Distortions.” These stackable challenges raise the stakes by, say, increasing trap costs or unleashing tougher adversaries.
Snyder also points out that by letting players increase the difficulty on their own terms, the game offers a unique twist compared to typical roguelites. Instead of playing till you drop or reach the end, Deathtrap lets you gamble: take your earned experience and call it a day, or risk half of it by tackling a harder stage.
“We’re inviting players to make weighty decisions, upping the replay value and injecting real ‘risk vs. reward’ dynamics.”
Once you wrap up a run, you’re free to retreat to the Order Fortress, where upgrading characters and traps readies you for the next adventure. The interplay of Threads, Distortions, and player choices makes each Deathtrap mission a singular journey. Snyder eagerly anticipates seeing how players harness the right mix of abilities and Threads to dominate the battlefield. He recalls a time when, through a specific combo, his team catapulted headshot damage from 1,000 to a staggering 97,000 with two characters and Threads. “And I know we’re just scratching the surface,” he mused.
Dive into Orcs Must Die! Deathtrap’s vibrant world, and you’ll discover a rich array of new War Mages, each armed with unique weapons, abilities, and traps. Whether you enjoy going solo or teaming up with friends for a four-player escapade, the game adapts, offering challenges tailored to your party size. As you battle wave after wave of orcs, random buffs and debuffs keep you on your toes, affecting hero stats, traps, and even the environment. Will you push through the growing horde or retreat to power up before facing the formidable Orc General? Engage in fast-paced combat, enjoy wild physics-driven interactions, and delight as your ingenuity leads to the spectacular downfall of your foes.