What makes a game a roguelike?

what makes a game a roguelike?

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permadeath, turn based, grid based, procedural generation
probably some other shit too but that's what I know

>turn based
>grid based
yawn

The Berlin Interpretation

>permadeath, turn based, grid based, procedural generation
That's all it needs

cringe
that would make into the breach a roguelike

hu

I'm gonna make a roguelike where you play as a loli, what should I include in my game?

Game uninstalls itself from your PC upon defeat as a form of permadeath

>risk of rain
>nuclear throne
>binding of issace re/afterbirth
>nercodancer
>gungeon
>dark souls
>rogue legacy
What are the others there?

is it turn based? side scrolling? twin stick? top down? show MC

And license for game becomes obsolete.

>The walls are shitting

My personal interpretation.

The binding of Isaac: wrath of the lamb and the rebirth soundtrack.

why are the walls shitting wtf

It is one

Oh right. I never got that DLC. Thanks though.

It's like Rogue.

Fuck the Berlin Interpretation, the term is cluttered with a bunch of nonsense now. Just like Metroidvania, the genre needs a descriptive name that isn't so easily misunderstood or misattributed.
>Roguewhatever subgenre, I'll just call it RX, apply to whatever GAMEPLAY genre you are actually building
>Any game where the core game's structure is focused entirely on game sessions/episodes/runs and is such that success or failure bears no lasting impact on subsequent runs (ie permanent death).
>Metagame progression is discouraged but not actively discriminatory. The stages/levels/maps/loot should be procedurally generated to emphasize the episodic design of each session.
By this hair-splitting definition, Rogue is itself a Turn-Based Dungeon Crawler with RX-elements. Great, it's no longer lumped in with all the RX platformers or RX shooters because the actual genre is what distinguishes them.
Same shit with exploration-focused games where the map opens up because you acquired more knowledge of the game's systems, acquired some key item that enhanced either your movement or your combat capabilities through means other than simple key into lock fashion or straight up story progression.
Now you dumbshits can stop arguing about splitting hairs about what the genres should mean and instead argue over what the fuck to call the damn subgenre.

post underrated roguelikes
i'll start:
monolith

tboi

short game sessions, chew through 'em like popcorn
designed for "infinite" replayability
realize how samey every game session is because procgen is no match for a hand-crafted compelling gameworld
get bored and uninstall, or maybe you liked it so much you 100%'d the game collections and have seen everything it has to offer and it's all just autistic repetition nao.
go buy a new one and repeat

Elona already exists

dark souls prepare to die edition

Dungeon of the Endless

You know the phrase 'arguing semantics'?

It literally means to argue about the meanings of the words used, thereby disregarding the intent.

As opposed to figuratively arguing the meaning of words?

The use of 'literally' in this case was correct. So, yes.

ah yes, the best roguelike

h

Retard

>he never played spelunky

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What's this?

It's it like Rogue - the scams that devs put out, shit with "muh perma death is so hardc0re l44t yo" is retarded but does well to scam retards.

It is like Rogue. If the game has graphics as its only option, it's automatically disqualified.

I wanted to enjoy it, but it feels like they threw together a bunch of ideas and never balanced it at all. Microing characters in and out of doorways is obnoxious (might as well let players choose where characters walk to), and the game's happy to randomly throw a wave from every dark room instead of the typical wave from every other dark room that it usually does. Not a fun way to end a run.

Bump for more

Innovation. Too many "roguelike" games stick to the exact same formula of outdated controls on an outdated format with a tired theme. They end up feeling so samey once you dig into the genre. If I told you to play a roguelike that had a medieval theme in a dungeon with gridbased movement, RNG, permadeath, lazy graphics, and needlessly complex controls, I would be describing about 70% of the entire genre.

One step from Eden

>permadeath, turn based, grid based, procedural generation
It should also be a hack 'n' slash game at its core.
Berlin convention defines a bunch more criteria but applying all of those would filter out even the games like ADOM and Angband so they are mostly guidelines.

That's like complaining FPS games have you shoot stuff.

I hope Ultimate ADOM is good, but I have a feeling that even if it releases in a year it's going to take 5 years for it to be any good

Sorry, ADOM?

High curse makes some sort of rape machine chase you down. Robot, tentacle, old fat man, some horrid cross of these and more?

>some horrid cross of robot, tentacle and fat old man
How's user supposed to get the rights to put Doctor Octopus in his game?

Demon

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Imagine ever being this retarded

>What defines a genre is not being like the genre
??????

>for a game to be like doom it doesn't need to be a first person shooter or have guns
that's how retarded you sound

if its like rogue

starward rogue

>what do you mean you have to shoot things in a fps? I want to spam taunt and have friendlies
>what do you mean I can't put the horse on any square I want? chess rules are boring and I want it to play like tick tac toe
>baaaaaaaaaaaaaaaaaw the grown up people like X thing but I don't so I'll call Y thing the new X things so I can fit in with the cool people

>dark souls
huh

Shut up autist. Rogue-like does not mean rogue-clone.

Infra Arcana.

I have no idea how to get good at this game.

This conversation bothers me because a friend of mine is making a...pseudo metroidvania? Not sure how to put it, but it basically demonstrates the problem with metroidvania as a term that I think has been happening with Roguelikes for years since garbage like Rogue Legacy came out.

The problem with my friend's game is that it's clearly inspired by Castlevania, and there's hallmark parts of the metroidvania genre, exploration, combat, platforming, and so on, except it literally focuses on neither. Spend too long fighting an enemy? You're punished and now they do more damage, have more health, and attack way faster. Took too long exploring the "secrets," which are just a different hallway to go down? Now every enemy up ahead is going to be in devil trigger mode. The game's titular mechanic is literally the enemy powerup shit, so what's the point?

Roguelikes have the same problem. Nowadays games with very little direction will be rushed out under the "roguelike" title with all kinds of stupid shit within them passed off as legitimate game design. The risk for RNG to fuck you is one thing, the game's combat being boring, strategyless bullshit until you get a specific set of items that make it less boring a la Rogue Legacy is another.

Ultimately both Roguelike and Metroidvania should be killed in favor of better terms because these terms carry VERY fucking powerful implications with them when compared to the name's source material, and very grating implications now because they're used for such historically dogshit projects.

>This conversation bothers me because a friend of mine is making a...pseudo metroidvania? Not sure how to put it, but it basically demonstrates the problem with metroidvania as a term that I think has been happening with Roguelikes for years since garbage like Rogue Legacy came out.
>The problem with my friend's game is that it's clearly inspired by Castlevania, and there's hallmark parts of the metroidvania genre, exploration, combat, platforming, and so on, except it literally focuses on neither. Spend too long fighting an enemy? You're punished and now they do more damage, have more health, and attack way faster. Took too long exploring the "secrets," which are just a different hallway to go down? Now every enemy up ahead is going to be in devil trigger mode. The game's titular mechanic is literally the enemy powerup shit, so what's the point?
So he's making a platformer that has a focus on combat. Risk of Rain has a similar punishment mechanic for taking too long, literally just have him avoid the metroidvania terminology because he's not even trying to make one, he's just making an action platformer with time pressure to discourage combing the stages too thoroughly

did stone soup devs got their shit together and fixed the game? or rather, did they fix their "remove every feature" binge?

the og risk of rain. ror2 is also pretty good but idk if I can call it underrated
how the fuck is binding of isaac underrated? it's easily one of my favorite games but it's nowhere near underrated
it took only a few hours to bore me but it still has the potential to be really good. might wait for updates to come

no, dcss sucks. play an angband var instead.

See that's what I thought, but the combat isn't the focus in the game, because if you spend too long in it it just gets harder, despite his focus on a gratuitous combat system filled with combos and shit. There's modes in the game that's centered on juggling enemies and a bloody palace kind of mode, but the base game doesn't really commit to its gameplay, exploration, or platforming.