this post was submitted on 28 Jul 2023
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Hello all, this is the first post in a series of posts I'll be making weekly to drum up some diverse discussion relating to all different aspects of gaming. I figured I would start with what I know, and so the first topic is thus: roguelike games. (If you think any of the below description is wrong or misleading, let me know - that's part of the discussion!)

The name of this genre is derived from the game Rogue, released in 1980. The exact definition of a roguelike has been a topic of discussion for a long time, but the core tenets are usually agreed upon to be random/procedural generation and permanent death (no saving and continuing a run, you have to start over). Many roguelikes have an additional increased focus on collecting items and assembling a "build" over the course of a run. A "pure" roguelike is often claimed to have no meta-progression (that is, no procedural unlocks) and focus more on the journey than the destination - seeing how far you can get, or how high a score you can achieve, rather than reaching a distinct victory condition (not that these games don't have victory conditions, but that it isn't the end-all-be-all). The secondary term "roguelite" is often brought out to describe games that deviate from this. Additionally, the term "traditional roguelike" is sometimes employed to indicate a more strict adherence to the older style of this genre, with grid-based dungeon crawling and high complexity. Ultimately, as with a lot of genres, pinning down a 100% ironclad definition is near impossible, but most people that like this type of game could tell you the general "vibe" at a glance.

Here are some questions and subtopics that I encourage people to discuss:

  • What are some of your favorite examples of roguelike games?
  • What roguelike games do you think stand out in terms of defying the conventions of the genre?
  • Do you find there to be a meaningful difference between the usage of "roguelike" and "roguelite" nowadays? Which do you prefer? Where does the "traditional roguelike" fit into this?
  • Do you continue to play roguelike games after reaching the "end" / reaching 100% completion? Why, or why not?
  • What other genre do you most often enjoy seeing paired with roguelike?
  • Is any game with procedural generation and a run-based structure a roguelike, or is there more to it? Where do you personally draw the line?
  • What have been some of your best runs across all roguelike games? What's been memorable?
  • Are there any upcoming roguelike games you're excited for?

Also feel free to bring up anything you like related to the topic! If you have suggestions for future discussion topics, leave them in the suggestion thread.

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[–] fcSolar@lemmy.world 18 points 1 year ago* (last edited 1 year ago) (4 children)

My personal definition of 'roguelike' is a game that is turn based, with perma-death and procedural generation, and ideally is also grid-based. A 'traditional roguelike,' to me, is more a specific set of games (Angband, NetHack, etc.), rather than a genre, but if you did want to use 'traditional roguelike' as a genre, it'd have all of the above, plus be a fantasy dungeon-crawler RPG. I also do think roguelikes and rogue-lites are meaningfully distinct, or atleast should be, even if most people don't consider them to be. Rogue-lites can be very fun games, but when I want a roguelike, I want a roguelike, not a fast-paced bullet hell whatever. The best roguelikes I've played thus far are Cataclysm: Dark Days Ahead (CDDA), and Cogmind. Plus I've been thinking of picking up Jupiter Hell and Dead Cells when I can, though AFAIK Dead Cells is more of a rogue-lite than a roguelike.

[–] fcSolar@lemmy.world 8 points 1 year ago* (last edited 1 year ago) (4 children)

One more thing I think is relevant to the discussion on the meaning of 'roguelike' is the Berlin Interpretation, though I personally think it's a touch too narrow to be a usable, non-academic definition. Plus roguebasin (where that link is) could probably be placed in the Additional Resources section, being a wiki dedicated to roguelikes.

[–] oo1@kbin.social 4 points 1 year ago

holy f.

what a buch of ner. . . i mean . . .rogues.

[–] lunaticneko@lemmy.ml 3 points 1 year ago

I think the Berlin Interpretation should be revisited. It should not be set in stone.

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[–] Arotrios@kbin.social 5 points 1 year ago

Old school upvote and boost for the Angband and Hack links.

[–] TheSpookiestUser@lemmy.world 4 points 1 year ago (1 children)

Though I've played games of the roguelike/lite genre for a while, I actually had to do a bit more of a deep dive to make this post. People ascribe a lot of different meanings to roguelike, and I got entirely conflicting messages on why the term roguelite was created. I hope what I put down is accurate enough!

[–] fcSolar@lemmy.world 3 points 1 year ago

Yeah, opinions on roguelikes/-lites are definitely very divisive, a problem I think that mostly comes down to prescriptive vs descriptive linguistics. Given that, I think you've done a perfectly good job in the OP.

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[–] TheGiantKorean@lemmy.world 17 points 1 year ago* (last edited 1 year ago) (5 children)

I played Rogue a lot back in the day. Also Hack a bit.

Shattered Pixel Dungeon is a fantastic roguelike. I've been playing it for years. The developer is great about updating it and adding new content and adjusting the mechanics. There is a community for Pixel Dungeon over at !PixelDungeon@lemmy.world

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[–] Shrek@lemmy.world 14 points 1 year ago (6 children)

I like the more roguelite type of games. I like that each run is different whether that means procedural generation of the map or just the starting weapons and pickups change throughout a run. Some of my favorite are the following:

I could probably come up with more and these aren't in any particular order, but these are some standouts to me.

[–] TheSpookiestUser@lemmy.world 7 points 1 year ago* (last edited 1 year ago) (2 children)

Inscryption is somethin special. It's both a solid deckbuilding roguelite, a deconstruction of a deckbuilding roguelite, and a classic "don't look up anything about this game just play it" game.

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[–] fireflash38@lemmy.world 6 points 1 year ago (1 children)

Slay the Spire is a complete 10/10 for deck builder roguelike.

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[–] MKBandit@lemmy.world 13 points 1 year ago (4 children)

Hades and cult of the Lamb are great

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[–] sonovebitch@lemmy.world 12 points 1 year ago* (last edited 1 year ago) (1 children)

My favorite is Caves Of Qud. The amount of freedom in character build and progression options is just unlike anything else I've tried. Also the very distinguishable graphics make it more interesting to me, because "games don't need to be pretty to be crazy fun".

I discovered it thanks to Sseth. His other recommended roguelike games (Synthetik, NEO Scavenger, Cataclysm: Dark Days Ahead) are all great in their own way.

[–] andrewcr@lemmy.world 3 points 1 year ago (1 children)

Qud

Have you ever "won" Qud? I've playing it intermittently for several years, and eventhough each time I get farther and farther I usually get bored and die. It doesn't help that I only play in the ironman mode hahaha, the other modes seem too vanilla, but who knows.

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[–] cacheson@kbin.social 12 points 1 year ago (1 children)

Before I get into curmudgeon mode, I want to plug my two favorite roguelikes:

  • Cataclysm: Dark Days Ahead - Zombie/sci-fi apocalypse survival roguelike with a bonkers level of depth to it. It's very actively developed, and the devs are constantly adding more stuff to it. They also have their own lemmy instance at cdda.social.
  • Doom Roguelike - Perfectly encapsulates the early Doom games in roguelike form. This one is on the opposite end of the complexity spectrum from CDDA. Much simpler gameplay, though still highly tactical and challenging when you crank the difficulty up. The same author has created a spiritual successor, Jupiter Hell. I haven't logged enough hours for it to supplant DoomRL's position yet, but I do have to say that the atmosphere of it is fucking amazing.

With that out of the way, let's move on to "old man yells at Rogue Legacy":

The term "roguelike" has been stretched to the point of uselessness, often for marketing purposes. This necessitated the introduction of the term "traditional roguelike" for those of us that still want to discuss actual roguelikes. Binding of Isaac, Dwarf Fortess (fortress mode), Dead Cells, and Slay the Spire are all excellent games, but they're not roguelikes in any useful sense. If I'm looking for games that are "like Rogue", none of those are good suggestions. Moria, Nethack, Pixel Dungeon, DCSS, and DoomRL are.

Cataclysm: DDA occupies a bit of a weird space here. It fits within the technical definition of a traditional roguelike, but the overall experience is more of a departure from Rogue than other traditional roguelikes are. It's almost more akin to Minecraft or Terraria, in that you face dangers to gather resources to create items to face bigger dangers to gather more exotic resources to create more powerful items... and so on. I sometimes refer to this type of roguelike as "neotraditional", in order to acknowledge this departure.

Before anyone accuses me of being prescriptivist, sometimes prescriptivism is important. I'm not for haranguing people over every terminological deviation, but some terms are unique and useful, and we should try not to muddy them. "Begs the question" and "reactionary" come to mind. "Roguelike" was one, but it's pretty far gone at this point.

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[–] Grangle1@lemm.ee 11 points 1 year ago* (last edited 1 year ago)

I like the more platformer style rogue-lites, a couple favorites that haven't been mentioned yet are 20XX (rogue-lite tribute/spiritual successor to Mega Man X) and Rogue Legacy (first rogue-lite I ever played, perhaps not as hard as others). For top-down ones I had a bit of fun with Wizard of Legend as well. Never have beaten a roguelike/-lite, but I've gotten a decent way into each of the above.

[–] my_blackest_day@lemmy.world 11 points 1 year ago (1 children)

How come nobody mention The binding of Isaac???

[–] pythonoob@programming.dev 10 points 1 year ago (1 children)

You just did. What'd you think about it

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[–] bionicjoey@lemmy.ca 10 points 1 year ago (1 children)

IMO it's not really a genre, since gameplay can vary so widely. It's more like a template for a progression system that can be applied to many different genres.

[–] pythonoob@programming.dev 5 points 1 year ago (1 children)

Yeah I'm making a rogue like RTS.

[–] Smokeless7048@lemmy.world 4 points 1 year ago (1 children)

Really? Would love to learn more

[–] mosiacmango@lemm.ee 6 points 1 year ago* (last edited 1 year ago) (2 children)

Against the storm is a "no combat" rogue-like RTS.

It has a progression system, random starting building, difficulty modifiers, and each "round" is you building a colony with various challenges that you wont visit again, but has persistent effects that grant unlocks.

[–] Deestan@lemmy.world 6 points 1 year ago* (last edited 1 year ago)

Calling it an RTS is probably going to give people wrong expectations, as they tend to be built around unit-to-unit combat tactics.

I'd say it's a town builder with time pressure.

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[–] soniquest@lemmy.studio 8 points 1 year ago

NetHack. With the ASCII graphics. And not because I'm hardcore, I'm actually really bad at it. And I hate the item identification mechanic. But there's something magical about this game. It feels alive, and the ASCII graphics give it a mystery that can't be matched by visual spectacles. Idk it's hard to explain, it's like a love hate relationship

[–] madkins@lemmy.world 7 points 1 year ago

My top three are FTL, Hades, Enter the Gungeon

[–] Mordachai_Shedbacon@lemm.ee 7 points 1 year ago (1 children)

Against the Storm is a pretty interesting roguelike I played recently. In each "run" you build a small town. It's kinda like Banished or SimCity.

I'm not playing it anymore, but I thought the concept was cool.

[–] TheSpookiestUser@lemmy.world 5 points 1 year ago

I picked this up, played it for about twenty hours. I definitely enjoyed my time, but I could clearly feel how most of the game loop was just scraping by until you could fully pop off at the end - I liked that, but I grew a bit weary of the initial setup on each run.

[–] cottonmon@lemmy.world 5 points 1 year ago

Unreal World is probably one of the more interesting roguelikes I've ever seen but never played. Also, a lot of people talk about Dwarf Fortress, but don't mention the adventure mode which is a more standard roguelike adventure, but still very interesting because of the stuff that can happen and how powerful you can get.

[–] MaxHardwood@lemmy.ca 5 points 1 year ago (1 children)

I really enjoyed Everspace. Space-shooter roguelite.

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[–] insomniac_lemon@kbin.social 5 points 1 year ago

Maybe it's just me (and there are many popular ones I haven't tried, because money), but I've always liked the idea but found actual implementations of it unsatisfying.

The average low viability of the systems (and that a good hand is unlikely) feels too much like real life, and even games with the most options (like Shattered) don't offer enough flexibility to deal with the annoying elements of the game that could be entirely removed while still remaining difficult. (commonly, anything related to: inventory management, hunger, currency/resources, equipment restrictions/pitfalls/unavailability. That's not including ineffective positive elements)

I have won Shattered at least 5 times and still feel that way, I lose many more times and it does seem that the biggest factor in winning is what the game gives me.

[–] anakin78z@lemmy.world 5 points 1 year ago

Thanks for the explanation!

The roguelike I keep coming back to these days is Dome Keeper. Resource mining + fighting monsters + casual play duration is a combo I find hard to beat at the moment.

[–] SaltyLemon@lemmy.world 4 points 1 year ago (2 children)

Nobody here is talking about Risk Of Rain 2. This shit is really perfect if you have a "Goopy Goblin Gamer Brain ™". Non-stop action and item combination is just wild.

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[–] Nacktmull@lemm.ee 4 points 1 year ago* (last edited 1 year ago)

Do you find there to be a meaningful difference between the usage of “roguelike” and “roguelite” nowadays? Which do you prefer?

The difference between roguelike and roguelite is quite significant. I play almost exclusively roguelites but have never touched a single roguelike

Do you continue to play roguelike games after reaching the “end” / reaching 100% completion? Why, or why not?

I don´t think most roguelites actually have an end because of the "just one more run" gameplay loop. After the run is before the run if you ask me

What have been some of your best runs across all roguelike games? What’s been memorable?

The most memorable run I ever had was in FTL: We killed the flagship while using no shields and no cloak in hard mode, advanced edition. I had tailored a special build for the challenge and it worked out! A lot of people on r/ftl didn´t even know it was possible until then- good times!

What are some of your favorite examples of rogue~~like~~lite games?

FTL - Faster Than Light: The first roguelite I played, it converted me and is my all time favorite video game across genres. I have 1400h+ in it and still play it sometimes. The combination of unforgiving gameplay and real time with pause, that keeps you constantly under pressure but also gives you unlimited time to think about your next actions makes it unique for me. I enjoy the complexity of the game when it comes to builds, its retro aesthetics and the "race through space" atmosphere

NOVA DRIFT: My most played game right now. When Asteroids, arpg and roguelite had an amphetamine fueled orgy this baby was the result. NOVA DRIFT is all about fast gameplay and quick reflexes. I love how NOVA DRIFT gets me "in the zone" every single run. It is so much fun when the game throws wave after wave at you while you are constantly dodging, killing and leveling up with crazy speed while power ups keep popping up every few seconds. The highly stylized neon art style looks great

HADES: I guess you know it already. If you don´t - try it

Children of MORTA - Family Trails mode: Best roguelite, arpg, dungeon crawler imo. This game distills everything I like from arpgs like Diablo2 and PoE - drastically simplifies the formula without sacrificing it´s soul and then makes a roguelite out of it. It also has very beautiful pixel graphics and is great fun in couch co-op runs

DEAD🔥CELLS: King of the Metroidvania subgenre and for good reason. Waiting for a nice package sale of all DLC until I start playing again

NUCLEAR THRONE: Crack in videogame form, played best with lots of caffeine

STEREDENN: A (really well made!) R-Type/Darius Twin clone roguelite

NEON CHROME: Top down cyberpunk shooter

NINE PARCHMENTS - Hardcore difficulty: If you enjoy playing roguelites in couch co-op sessions, I very much recommend this one

Darkest Dungeon: Do you enjoy feeling depressed, haunted and anxious - all at the same time? Do you also like turn based combat? Then this is the perfect game for you

[–] ToastyMedic@reddthat.com 4 points 1 year ago (2 children)

FTL: Faster than Light, and Into the Breach.

Both are fantastic and made by subset games. FTL the better of the two imo, but that's personal preference.

CDDA, Dwarf Fortress, and FTL all had a huge impact on the genera of Rougelike or free-form games, and all 3 have slight variations in the degrees of free-form game play which is very welcome.

Most rougelikes I enjoy have a set ending, that being death, or rarely triumph, and playing after either isn't possible or just not the point for me.

As for the most memorable moment? To set the stage, I was 13, playing FTL blind. I had made a few runs before it, but I had just reached sector 8, the federation base and the last stand for the federation against the rebels.

I had fought the flagship once before, so I knew it was a big-fuckoff flagship with multiple weapon systems, but I had died really quick.

I had my faithful burst lasers, Artemis missiles, and beam, and was charged and ready to take this ship down. And it was a slog of a fight, I lost a lot of ship HP, and was in the red from the flagship missile launcher.

But it died, as my final shot landed, I rejoiced as its left wing broke apart, until I realized the noise and flash of FTL. It escaped. It had multiple stages.

I resolved to chase it down and desteoy the ship once and for all, victory or death! I died to the supercharged drones in about 2 mins flat.

It was then I learned, you don't win FTL, you just do a little better every run. It still kills me on the harder starts with Captains Edition on.

When he was alive, TotalBiscut made an excellent video on it which does it far more justice than I can in text here.

[–] Nacktmull@lemm.ee 4 points 1 year ago

It escaped. It had multiple stages.

We all share that great WTF moment my fellow captain!

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[–] Antium@lemmy.world 4 points 1 year ago

I have been playing UnderMine. The game plays a lot like The Binding of Isaac, but has a few differences like the meta profession after every run where you can unlock new upgrades and you can rescue people inside the mine that are vendors and the like.

The game scratched an inch I had for a new roguelite since I haven't played one in awhile.

[–] simple@lemm.ee 4 points 1 year ago* (last edited 1 year ago)

It's one of my favorite genres because they're the perfect games to play in-between other things. I would play a long campaign game and take breaks by playing a roguelike. If I have to leave the house in 30 minutes or so I'd play a round of a roguelike since there's no long-term attachment. It's just great to fill in the gaps.

Despite being kind of an overdone genre I think there are pretty few games that really nailed it. A lot of them tend to feel repetitive or have issues like being too luck-based. While Hades is pretty close to a 10/10 I think we can agree it's a bit repetitive going through the same rooms and fighting the same enemies every run.

My favorites are Binding of Isaac, Risk of Rain 2, Enter the Gungeon, Monster Train. There's a ton of other good ones but these are the S-tier ones for me.

[–] wclinton93@lemmy.world 4 points 1 year ago (1 children)

I've been playing some Noita lately. Really interesting concept of mixing and matching spells to create some wonky combos. The reality falls a bit short, though, as a lot of early combos are useless or detrimental and you have no way of knowing unless you test them out. You also don't unlock new stuff unless you test them out. That can lead to a lot of runs being wasted, you end up playing the early game too much, and it gets a bit repetitive. Fortunately, there are mods that make it a bit less obtuse and more approachable.

[–] TheSpookiestUser@lemmy.world 4 points 1 year ago

Oh man I wish I could get into Noita. It is by all merits a very good game, but I bounced right off it - it was too complex for my brain to get a good grasp of.

[–] KidsTryThisAtHome@lemmy.world 4 points 1 year ago (3 children)

My only contribution to this conversation is that not only does steam seem to have no fucking clue what a rogue like is, but that it certainly can't tell the difference between the two. So many games are in both of those lists, and many more shouldn't have the tag. Which sucks cuz I own most of the ACTUAL rogue-likes/lites on steam and am still looking for more

[–] LiquorFan@pathfinder.social 4 points 1 year ago (1 children)

Steam doesn't add the tags, I think? I remember they were user submitted.

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[–] complacent_jerboa@lemmy.world 4 points 1 year ago* (last edited 1 year ago) (1 children)

I think most of the games I've liked lately are roguelites:

  • Bullets Per Minute
  • Crypt of the Necrodancer
  • Plate-Up
  • Unrailed
  • Noita
  • Risk of Rain 2

Except for BPM and Noita, I'd recommend all of these as excellent coop games too. Here are some summary descriptions:

Bullets Per Minute:

  • first-person shooter dungeon crawler
  • awesome rock soundtrack with a steady beat
  • you have to shoot and reload to the beat

Crypt of the Necrodancer:

  • top-down 2d dungeon crawler
  • awesome electronic soundtrack with a steady beat
  • you have to attack and move to the beat

Plate-Up:

  • top-down 2d restaurant simulator
  • episodic gameplay where you try to make it through each day by serving all the customers
  • if any customer waits too long, you lose
  • inevitably gets crazy and chaotic, perfect for a group looking for a hectic and fun coop game
  • devs are based, epic mod support

Unrailed:

  • top-down 2d rail-building game
  • you start with a train on some rails, with the train always moving forwards
  • the goal is to continuously place rails in front of the train, otherwise you lose
  • similarly to Plate-Up, incredibly chaotic energy, very fun

Noita:

  • sidescrolling dungeon crawler
  • you mainly fight enemies using wands and spells
  • wands on their own are effectively just a bunch of empty slots; you decide which spells go in them, and in which order
  • this may or may not eventually result in game-breaking shenanigans (or suicidal shenanigans, or both)
  • there are a lot of secrets. like the entire game is a meta-narrative about discovering secrets. question everything.
  • you will die. a lot. half the time to your own wacky spells. this is the way.

Risk of Rain 2:

  • 3rd-person shooter (some characters are primarily melee, but whatever lol)
  • game consists of a series of stages, each of which has a bunch of enemies, a bunch of chests with items, and a boss you must defeat to progress further
  • also has a decent few secrets. Not on the same scale as Noita, but still quite a few
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