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Chex Warrior

Jupiter Hell (Successor to DoomRL) in Early Access

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Finally a roguelike on Steam that actually is a REAL roguelike and not a roguelite.

 

At least, I think it's a roguelike? Didn't the DoomRL dev do a whole lecture on what makes a roguelike a roguelike? (Protip: it's using game mechanics from the game Rogue).

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On 8/2/2019 at 2:45 PM, FractalBeast said:

(Protip: it's using game mechanics from the game Rogue). 

Thank you. So many developers think that permadeath+procgen are what makes a game a roguelike. Incidentally, I remember reading a post somewhere that used Doom as a comparison -- imagine an exploration-focused game that has fast movement, requires careful target prioritization and a bit of ammo management, and features monster infighting as a major mechanic... but is a platformer instead of a first-person shooter. If you wouldn't call that game a Doom clone (a word people hardly ever use anymore), it doesn't make sense to call a game a roguelike unless it has more gameplay mechanics from Rogue than just procedural generation and permanent death. (I'd argue that permanent death isn't even an essential gameplay element, but this post is already off-topic enough.)

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Offtopic, I want to see some more Obliette-likes. Handcrafted map, random monsters and items, permadeath AND corpse persistence. If you die, gen a new char, drag your old char's corpse to town and revive them.

 

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what are those other gameplay elements that makes a game truly deserving of the Roguelike label?

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2 hours ago, Nekr0s1s said:

what are those other gameplay elements that makes a game truly deserving of the Roguelike label?

 

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In no particular order:
Turn-based, grid-based movement with monsters every time you take a step; direct control over a single character (allies, if present, act autonomously); resource management complicated by unidentified items; "RPG elements" (XP and levels); hunger and starvation mechanics; a focus on dungeon delving, possibly having the entire game set in a single dungeon; text graphics.

Some of these features are more important than others, but all these things are characteristics of Rogue. Roguelikes are variations on a theme, and the more characteristics of that theme retained by a given game, the more Rogue-like that game is. There is no true essence of the roguelike. The "genre" just a set of traits that combine to produce a specific flavor. The more of those traits you take away, the weaker that flavor become. The stronger that flavor is, the more appropriately a game may be called a roguelike.

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Don't forget the typical roguelike is designed to be incredibly hostile to the player. Probably why a game like The Binding of Isaac often gets a roguelike pass by roguelike fans despite obviously being a roguelite... it's a really tough roguelite.

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4 hours ago, FractalBeast said:

Probably why a game like The Binding of Isaac often gets a roguelike pass by roguelike fans despite obviously being a roguelite... it's a really tough roguelite.

Spoiler

When did it get a pass?

 

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