You got me intrigued. I just read the text before the first mission (where you ask questions) and I like the setting. I would have moved the text in the front though, reading at left corner of the screen for more than 2 minutes is a bit cumbersome.
You got me intrigued. I just read the text before the first mission (where you ask questions) and I like the setting. I would have moved the text in the front though, reading at left corner of the screen for more than 2 minutes is a bit cumbersome.
Gamepass solified my absolute dislike for roguelike. And I totally hate that fantastic looking and playing games like Enter the Breach and Dead Cells constantly force me to replay from the start because I would enjoy these games so much without the roguelike shit.
That said how "bad" is Children of Morta and Crying Sun with the roguelike? They are labeled as roguelites and at least Children of Morta sounds more like random dungeons but you never really lose progress. Because these two games look so good.
If it's really lite in implementation I can deal with it.Wouldn't it just be a better idea to avoid any game that has roguelite mechanics? Theres so much on offer out there.
If you're referring to the roguelite descriptor, that also applies to Dead Cells and Into the Breach. It just means they aren't turn based dungeon crawlers on a grid, with ASCII graphics (along with a few other factors that quality it as a true roguelike by the Berlin interpretation)
Gamepass solified my absolute dislike for roguelike. And I totally hate that fantastic looking and playing games like Enter the Breach and Dead Cells constantly force me to replay from the start because I would enjoy these games so much without the roguelike shit.
That said how "bad" is Children of Morta and Crying Sun with the roguelike? They are labeled as roguelites and at least Children of Morta sounds more like random dungeons but you never really lose progress. Because these two games look so good.
Morta is focused on its story, so it's a little strange to hear people concerned that it becomes repetitive.
If you're referring to the roguelite descriptor, that also applies to Dead Cells and Enter the Breach. It just means they aren't turn based dungeon crawlers on a grid, with ASCII graphics (along with a few other factors that quality it as a true roguelike by the Berlin interpretation)
Yeah, that matches with how I've always defined them. I often lump games like Rogue Legacy into roguelite, since there's not really a better term, but I typically mention that it has saved progression between runs when describing them. I don't think anyone really likes how there are so many different ways the terms are used, and it creates a ton of confusion. Being too focused on definition can shoe-horn games into pre-defined spaces that could limit creativity, but right now the roguelike / roguelite terminology creates tons of confusion, and when you call every game that has permadeath and procedural generation as a roguelike, it becomes almost useless as a genre descriptor.I wish we had better (or at least agree-upon) language to talk about this stuff. It seems like you need at least three terms:
On one hand, being too focused on definitions can be detrimental, but it helps to have a shared language with agreed-upon meaning so you can discuss and find things. From my three bullets above, I'm mostly interested in the second one. I want to find more of those, but nobody agrees on what any of these words mean, so I can't (easily) do so.
- Some name for games sticking close-ish to the Berlin interpretation. Games like Hack, Brogue, Shiren, etc. (roguelike?)
- Some name for games with the most core tenets of roguelikes (permadeath, randomization/procedural generation, systems-driven gameplay where the systems interact with each other in meaningful ways) applied to other genres. Games like Spelunky, FTL, etc. (roguelite?)
- Something for games with just an element or two taken from the above, like Rogue Legacy. (I have no idea what to call these)
I wish we had better (or at least agree-upon) language to talk about this stuff. It seems like you need at least three terms:
On one hand, being too focused on definitions can be detrimental, but it helps to have a shared language with agreed-upon meaning so you can discuss and find things. From my three bullets above, I'm mostly interested in the second one. I want to find more of those, but nobody agrees on what any of these words mean, so I can't (easily) do so.
- Some name for games sticking close-ish to the Berlin interpretation. Games like Hack, Brogue, Shiren, etc. (roguelike?)
- Some name for games with the most core tenets of roguelikes (permadeath, randomization/procedural generation, systems-driven gameplay where the systems interact with each other in meaningful ways) applied to other genres. Games like Spelunky, FTL, etc. (roguelite?)
- Something for games with just an element or two taken from the above, like Rogue Legacy. (I have no idea what to call these)
Can just call the latter "roguish"I wish we had better (or at least agree-upon) language to talk about this stuff. It seems like you need at least three terms:
On one hand, being too focused on definitions can be detrimental, but it helps to have a shared language with agreed-upon meaning so you can discuss and find things. From my three bullets above, I'm mostly interested in the second one. I want to find more of those, but nobody agrees on what any of these words mean, so I can't (easily) do so.
- Some name for games sticking close-ish to the Berlin interpretation. Games like Hack, Brogue, Shiren, etc. (roguelike?)
- Some name for games with the most core tenets of roguelikes (permadeath, randomization/procedural generation, systems-driven gameplay where the systems interact with each other in meaningful ways) applied to other genres. Games like Spelunky, FTL, etc. (roguelite?)
- Something for games with just an element or two taken from the above, like Rogue Legacy. (I have no idea what to call these)
I think the biggest thing to disqualify or at least put Rogue Legacy (and Children of Morta) to the bottom of rogue-anything is that you don't just gain more options between runs but you also literally become more powerful in terms of damage output and health from the start. In games like Binding of Isaac, Enter the Gungeon or FTL you unlock extra options but your starting point is always the same.You mean Into the Gungeon. ;)
You are not wrong, it's kind of ironic Rogue Legacy is one of the "least rogue" games. Now that you call attention to it, I realize it's not just the meta progression but the lack of complex interacting systems. I think this is also why games like Dead Cells don't stick with me so much.
I'm also realizing I should have picked this thread's brains regarding my own game long ago. This is the twitter for my game; if it seems interesting to you and would want to give it a try and provide feedback, please PM me with your email so that I can give you access to my GDrive folder.
You better come back and tell us how awesome it is when you've played it.
You are not wrong, it's kind of ironic Rogue Legacy is one of the "least rogue" games. Now that you call attention to it, I realize it's not just the meta progression but the lack of complex interacting systems. I think this is also why games like Dead Cells don't stick with me so much.
I'm also realizing I should have picked this thread's brains regarding my own game long ago. This is the twitter for my game; if it seems interesting to you and would want to give it a try and provide feedback, please PM me with your email so that I can give you access to my GDrive folder.
When I was working on Spelunky, I focused on just three attributes of rogue-likes that to me held the essence of the genre:
- Randomized level generation.
- Permanent death (also known as "permadeath"), whereby the player has one life and cannot reload their game to take back mistakes.
- A ruleset for physical interactions that is shared by the player, non player characters, (NPCs), and items.
You better come back and tell us how awesome it is when you've played it.
1) On the definition of roguelikes, I can't take credit for that one- I was doing my best to remember Deruk Yu's definition. In his Spelunky postmortem book (just titled "Spelunky" by Boss Fight Books), he wrote:
I like his definition, so I miss-remember it and cite it a lot, haha. His book is super interesting- I'd highly recommend it to anyone interested in roguelikes. My guess he'd slightly revise the portion on permadeath if he re-wrote it today (to address the weird meta progression stuff that's popped up in recent years).
2) I'd love to try your game and provide feedback. I'll PM you my email address.
Rogueoids sounds like a condition from all that low-fiber food in dungeons, and Dwarf Rogue sounds like whatever genre Dwarf Fortress is :P. Roguish sounds good; it's an adjective rather than a noun, which is appropriate because it does not describe a genre, but rather rogue elements sprinkled in other genres: Rogue Legacy would be a "roguish Metroidvania", and so on.
I wish we had better (or at least agree-upon) language to talk about this stuff. It seems like you need at least three terms:
On one hand, being too focused on definitions can be detrimental, but it helps to have a shared language with agreed-upon meaning so you can discuss and find things. From my three bullets above, I'm mostly interested in the second one. I want to find more of those, but nobody agrees on what any of these words mean, so I can't (easily) do so.
- Some name for games sticking close-ish to the Berlin interpretation. Games like Hack, Brogue, Shiren, etc. (roguelike?)
- Some name for games with the most core tenets of roguelikes (permadeath, randomization/procedural generation, systems-driven gameplay where the systems interact with each other in meaningful ways) applied to other genres. Games like Spelunky, FTL, etc. (roguelite?)
- Something for games with just an element or two taken from the above, like Rogue Legacy. (I have no idea what to call these)
Purchased it but Cube World has taken up my time today, I'll try to post some impressions soon.Noita is out and damn it looks good
Save 50% on Noita on Steam
Noita is a magical action roguelite set in a world where every pixel is physically simulated. Fight, explore, melt, burn, freeze and evaporate your way through the procedurally generated world using spells you've created yourself.store.steampowered.com
Easiest way to do is to discern how much metaprogression there is in game - its what most devs opt to do to cater to the crowd who expect some sort of tangible "progress" meter in their games.
Most common areas are:
1- Permanent stat increases that you can gain (Rogue Legacy)
2- Unlockable items you can add to the item pool (Isaac)
3- Unlockable characters that have a gameplay impact (Isaac, Risk of Rain)
4- Starting hub area that you can upgrade over time (Darkest Dungeon)
Any feelings on Stoneshard? It proports to do a few things differently, but keep the roguelike spirit alive.
It's wizard-lite?Take a look at the roster of playable characters / classes and tell me if you notice something:
Probably Hoplite or Ending, although those fall more on the "tactical/puzzle" spectrum rather than traditional roguelikesWhat are the smallest and simplest games that you consider as roguelikes?
I'm very fond of the randomisation in the 1991 Game Boy game Cave Noire. It doesn't have complex systems but the design keeps your toes, and you're usually only a few bad moves away from death.
Sure, that doesn't really tell me much about the gameplay though.More like Kindom Come: Deliverance lite. For a game purporting to be all about character creation options (and having a multitude of playable character sprites), the fact that you can't even play as a woman or a person of color in 2019 is, well...
(cursory research seems to suggest you can, indeed, play as a magic user. Just not a female or black magic user).
Sure, that doesn't really tell me much about the gameplay though.
I'd say that, in its current state, Noita is kind of disappointing. Maybe it's a victim of personal expectations. I was kind of expecting a 2D Brogue-type game, but the game feels too hectic (in that chain reactions are too common and overwhelming) and too drawn-out (in that it takes too long to get into interesting scenarios). There's too much randomness in wands and presence of particles to approach situations in a more deliberate fashion, and the combat itself is too "2D shooter" to allow the player to really experiment.
Now all these things can be remedied and improved upon, but currently, Noita feels like a lot of fantastic potential and possibilities trapped in a lackluster structure. Like this particle/physics system + Catacomb Kids would be the best roguelite platformer ever, but Noita doesn't have Catacomb Kids' more methodical design
It's time to embrace itI wish we had better (or at least agree-upon) language to talk about this stuff. It seems like you need at least three terms:
On one hand, being too focused on definitions can be detrimental, but it helps to have a shared language with agreed-upon meaning so you can discuss and find things. From my three bullets above, I'm mostly interested in the second one. I want to find more of those, but nobody agrees on what any of these words mean, so I can't (easily) do so.
- Some name for games sticking close-ish to the Berlin interpretation. Games like Hack, Brogue, Shiren, etc. (roguelike?)
- Some name for games with the most core tenets of roguelikes (permadeath, randomization/procedural generation, systems-driven gameplay where the systems interact with each other in meaningful ways) applied to other genres. Games like Spelunky, FTL, etc. (roguelite?)
- Something for games with just an element or two taken from the above, like Rogue Legacy. (I have no idea what to call these)