[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)