Windblown shows how good roguelikes can be with friends
Windblown shows how good roguelikes can be with friends

Windblown shows how good roguelikes can be with friends

Windblown shows how good roguelikes can be with friends
Windblown shows how good roguelikes can be with friends
its still wierd to me athat non ascii things are refered to as roguelike.
I mean, its not about the art style, its about the gameplay loop.
The idea is that "roguelike" = a game like Rogue, which according to some people, requires checking most if not all of the boxes including ASCII, proc-gen, perma-death, turn-based, ... while the term "rougelite" is less strict. But I think we're past the point of that distinction being adopted into mainstream.
Yeah I guess for me it originally about a game I could play on the terminal that had such complexity.
I would call Hades and pretty much anything people call an "action roguelike" a roguelite, but I have a hard time calling something not a roguelike for using graphics, even being pretty strict about the definition. Like, there are a number of originally-ASCII roguelikes that have tilesets. Those don't functionally change the game in any way than other than directly dropping the tiles in. Does that mean that Nethack-family games or Dungeon Crawl: Stone Soup aren't roguelikes?
My red lines are:
Those are Berlin Interpretation elements. In addition:
I don't think that I'd make it a hard requirement, but all good roguelikes that I've played involve a lot of analysis and trying to find synergies among character abilities or item or monster or map characteristics, often in nonobvious ways. That's a big part of the game.
To me it mostly comes down to just three things that give the roguelike experience. There needs to be permadeath, there needs to be some kind of clock (traditionally hunger) that encourages messy solutions and exploration, and the player needs a lot of tools (inventory) to be able to come up with creative solutions to problems. A lot of these action roguelikes are mostly lacking in giving the player a lot of tools and encouraging them to experiment, they are a lot more like build slot machines that are mostly about good physical execution and understanding basic synergies. These games are still fun but not really the same vibe as a classic roguelike. But a realtime roguelike can be done, I'd argue Barony is just that.
You can co-op Vagante and Streets of Rogue as well. Both are fantastic in single player and multiplayer, and both allow offline local multiplayer; Streets of Rogue even has LAN.
There was some drama when Motion Twin announced they were pivoting to this and stopping updates to Dead Cells. The lead Dev got a little feisty on Discord and the Tweets, as I recall. I hope this was worth it... I've been playing DC since it dropped, so I was sad to hear they were cancelling more updates.
It's excellent in single player too.