![]() ![]() No multiplayer is due to the turn based nature but there are still some like mangband. Have you taken a look at Gearhead series? I still have yet to try it but I've heard good things about it. Dwarf Fortress (closed source game) has been praised for it's depths and complexity. They may also have rooms that are hand-made and added to the dungeon. I mean a quick procedurally generated dungeon is easy but making one that is interesting to explore may require some work. I'm not certain no hand-made levels is simpler than procedurally generated. It also requires SDL2_mixer so it probably has sound. Cataclysm: Dark Days Ahead has a skill system which looks quite daunting to me. Some of them have crafting/enhancement systems. NetHack has so many different commands they are just a single letter like in Angband. Simplicity is not guaranteed of roguelikes. You can still play with text characters but I'm not sure what is most common. I believe most roguelikes include graphics at this point. (That's all okay but I'd rather see one complex TES-style game than 20 new flavors of roguelikes.) domtron Posts: 101 Joined:, 16:22ĭrummyfish :I have a suspicion the popularity of roguelikes stems from the simplicity of implementation (no graphics, no physics, no sound, no saves, no multiplayer, no hand-made levels. If I was going to criticize current roguelike games I'd say too many games try to label themselves as a roguelike when they really are not. If you don't like the core ideas of a genre then do you really like the genre at all? Or you don't like the speed/twitch reaction of an action game. IMHO it's like saying you don't like managing different attack strategies or an economy in a strategy game. The difficulty of one life is some of what makes it fun. Even when permadeath is essentially removed it still exists in some way (You have the option to turn it off, you lose some but not all progress, etc). ![]() There are a few other things that makes up a roguelike, but if you drop those things your really not making a roguelike any more. Permadeath, losing all progress made during the game.While the definition isn't nearly universally agreed on, many define the Roguelike genre as: It comes across like you just don't like Roguelikes at all. Not trying to fight or anything, but the question struck me as coming from an odd direction and I dislike it for two reasons.Ī) It's rather negative, if that makes sense? The question is basically saying "lets complain about Roguelikes!" When I first saw it I thought you were angling for a "What do you hate about current roguelikes and how can we fix it."ī) Building on A, part of your answer in op doesn't make too much sense to me. ![]()
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