[HN Gopher] A celebration of roguelike games
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       A celebration of roguelike games
        
       Author : todsacerdoti
       Score  : 38 points
       Date   : 2022-10-22 16:12 UTC (6 hours ago)
        
 (HTM) web link (www.roguelike.club)
 (TXT) w3m dump (www.roguelike.club)
        
       | anthk wrote:
       | A lot of these aren't roguelikes.
        
       | schrectacular wrote:
       | You mean I don't have to buy tickets over and over again,
       | watching the same presentations over and over again until I watch
       | them just perfectly and unlock the final penultimate talk?
        
         | GaylordTuring wrote:
         | Funny joke, and I hate to be that guy, but isn't "final
         | penultimate" a logical contradiction? :)
        
           | morsch wrote:
           | It's not a contradiction, but redundant insomuch as there can
           | only be one penultimate thing and it is always the final (and
           | first) of its kind.
        
             | tpxl wrote:
             | There can be multiple penultimate things. If you have two
             | quest chains, each one will have a penultimate and an
             | ultimate quest.
        
             | GaylordTuring wrote:
             | But I thought that penultimate meant next to the last, not
             | the last (i.e., final).
        
           | [deleted]
        
         | [deleted]
        
       | arandomhuman wrote:
       | I recently saw a really fun and informative talk on procedural
       | generation from their YouTube channel by a well known developer
       | in the community https://youtu.be/TlLIOgWYVpI.
       | 
       | There's tons of interesting talks there if (traditional)
       | roguelikes or their development really pique your interest.
        
       | swayvil wrote:
       | Speaking a huge deep enduring fan of rogulikes, it would be
       | awesome to meet my peers irl.
       | 
       | 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
        
       | mattwest wrote:
       | As a once-serious competitive shooter player, I can say that
       | roguelikes and roguelites has been great substitutes as I've aged
       | and lost the drive and time required for competitive team games.
       | 
       | 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.
        
         | ad404b8a372f2b9 wrote:
         | Do you have recommendations? Same story for me, and I've been
         | trying to find low-involvement, fast pick-up games that I can
         | play when I'm brain dead after work but it's surprisingly hard
         | to find.
        
           | GaylordTuring wrote:
           | Slay the Spire, Inscryption (which now has an endless mode),
           | and Ring of Pain are a few relatively new games that comes to
           | mind.
           | 
           | 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.
        
             | tmountain wrote:
             | Great recommendations. For a more traditional roguelike,
             | I'd add Caves of Qud to the list. It's really good.
        
           | bprater wrote:
           | If you want to try Rogue Light, Vampire Survivors has been a
           | blast to play. Similar: Brotato.
        
           | synu wrote:
           | Binding of Isaac is really great as an approachable
           | Roguelike.
        
           | arglebargle123 wrote:
           | Shattered Pixel Dungeon on Android and iOS is excellent. I
           | guess it's on steam now as of this year if you prefer not to
           | play on a phone. Great game, entirely free and donation
           | supported.
        
           | skydowx wrote:
           | I really like Dead Cells
        
           | tpxl wrote:
           | Besides other recommendations:
           | 
           | * 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
        
           | haasted wrote:
           | FTL and Streets of Rogue
        
       | morsch wrote:
       | There are many roguelites I enjoyed, but often I've wished for a
       | less hardcore mode that let me enjoy the content without starting
       | from scratch. I must have half a dozen platformers where I've
       | seen the first 10% of the levels a hundred times and nothing
       | beyond that. Most recently, Rogue Legacy 2.
       | 
       | I guess I should embrace "losing is fun", and accept that in case
       | it isn't, the game just isn't for me.
        
         | swayvil wrote:
         | There are two species of roguelike player. The conqueror and
         | the explorer.
         | 
         | 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.
        
         | tpxl wrote:
         | Doesn't Rogue Legacy 2's upgrade system mostly solve this
         | issue? You'll eventually outscale the early game enemies and
         | bosses, even if you're not very good?
         | 
         | 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.
        
         | brainzap wrote:
         | yeah same, games should allow to adjust difficulty or do it
         | automatically.
        
         | whartung wrote:
         | It's a tough call.
         | 
         | 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.
        
           | KaoruAoiShiho wrote:
           | > 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.
           | 
           | Isn't this literally just every game. Vast majority of games
           | work like this...
        
           | swayvil wrote:
           | Ya, sell "cheat death" amulets at the store. Tune price till
           | happy. Maybe 1gp, maybe 1000gp.
        
           | klyrs wrote:
           | Accidentally quadratic dungeoneering?
        
           | guestbest wrote:
           | Funny that in nethack, tourist is the hardest character to
           | play and their camera is basically useless
        
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       (page generated 2022-10-22 23:02 UTC)