A celebration of roguelike games
roguelike.club
roguelike.club
I guess I should embrace "losing is fun", and accept that in case it isn't, the game just isn't for me.
It's certainly one thing to have an "easy mode" that lets the game be a cakewalk, and can be great for tourists.
Similar can be said for "cheat codes" that can empower the same thing.
But at the same time, it can be a tough balance because those things CAN "ruin the game".
Running around D2 with a character edit L99 Amazon one shotting everything and everybody, en masse as well, is fun! Rip roaring, monster slaughtering, boss bonking fun.
But that fun doesn't last. At the same time, you try to go back to play "normal" and, boy, it's hard. It's hard to go back to the 30 hit point character with the 5 dmg sword, no pack space, boots of slowness, no food, etc.
The best technique, I think, is simply a "cheat death". I'm with many, I don't want to have to play the game 10 hours to get into a position where I am ready to encounter the new tough monsters that kill me, so I can learn tactics and techniques for them. I'd rather just restart on the level (or whatever) so I can try again.
Keep me off the score board, kick me off the ladder, that's all fine. But hard to learn how to balance the higher end goodies and tougher monsters when they one shot you and you just lost several hours of game play.
Isn't this literally just every game. Vast majority of games work like this...
I am the second type. I only care about death insofar as it inhibits my ability to explore.
Roguelikes generally play to the conqueror a little more than suits me.
Maybe it's an economic constraint. Like the game designer has only so much new amazing stuff to show you. So he has to throttle it to make it last. Put up barriers and such. Lard the exploring with grinding.
A truly deep generative roguelike wouldn't require that. It would have hot and cold running novelty coming out its eyeballs forever.
As a side note, do you think that turned-based-ness is great? The main upside that I see is that it makes the game more relaxed.
I read upon accessibility recently and it surprised me how much of it was about simply making the game easier - aim assist, invulnerability, story mode... specifically for gamers like you.
I love the process of going from getting my ass kicked to speed running with multiple stacking difficulties. Roguelikes are also much easier to pick up and put down.
Also, not a rougelike but the newly released Marvel Snap is a really well thought out card battler where every match is just 2-3 minutes long.
* Across the Obelisk: A decent deckbuilder
* Risk of Rain: A 2d side-scrolling platformer. There's also Risk of Rain 2, but 1 is better IMO
* The Binding of Isaac: Top down bullet hell - the game that 'resurrected' this genre
* BPM: A rhythm shooter
* Darkest dungeon / darkest dungeon 2: A party based dungeon explorer
* Death's Gambit: 2D dark souls basically
* Salt and Sanctuary: 2D dark souls
* Hades: Top down brawler
* Monster train: Deckbuilder
* Enter the Gungeon: Top down shooter
* Neon Abyss: Side scrolling shooter
There's tons of interesting talks there if (traditional) roguelikes or their development really pique your interest.
Yes, like many of you, I have contemplated my own rl project. However my soul is reserved for other things.
Real-life and rogue-like have the same acronym. WOAH
Though the sibling has a point that there may actually be multiple penultimate things if there isn't a strict ordering between them.