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File: 7c95e1d55c07e10⋯.png (4.87 KB, 500x250, 2:1, Oekaki.png)

08bd2c No.15234950

Anyone play any good roguelikes recently?

Are you a purist, or do you like your "roguelites?"

Any good non roguelike radio roguelike related podcasts?

f1a9aa No.15234965

I love roguelites.

I hate pure roguelikes.

Desktop dungeons is a fun, simple little game.

Vagante is probably the only recommendation I could make since it's new, good and not everybody knows about it yet


9cec65 No.15234970

Playing Elona+, havent played Elona in nearly a decade. Absolutely crushing everything. Little girl evolution is the best thing.


8710af No.15235070

Roguelites are for fags.


08bd2c No.15235091

thoughts on brogue, anons?


eb12d3 No.15235196

File: dd00277d91f5f54⋯.jpg (298.39 KB, 615x662, 615:662, Rogue.jpg)

File: 486d5fe7535914e⋯.jpg (131.81 KB, 700x1050, 2:3, rogue_1.jpg)

File: 632ed2592f6e97e⋯.jpg (155.85 KB, 700x1070, 70:107, rogue_2.jpg)

File: a60457d7ff0ae48⋯.jpg (134.64 KB, 700x1053, 700:1053, rogue_3.jpg)


db9ba1 No.15235220

File: d3f2e3bc6560080⋯.png (419.16 KB, 746x720, 373:360, d3f2e3bc65600802fdeaa2953f….png)

I don't have anything against roguelites on principle, but I also can't think of any roguelites I actually like


a65dd3 No.15235230

As long as it's turn-based and there's some way of increasing your stats, I don't mind it.


e3eb1c No.15235417

I never even understood what roguelike even means.


db9ba1 No.15235428

>>15235417

Rogue like means game that's like Rogue

Try to keep up, Jamal.


9cec65 No.15235472

>>15235230

Monopoly is a roguelike. Witness:

>Turnbased gameplay stops while the player considers how to take their turn

>Map is the same, but how the game plays out is entirely determinant on RNG

>Singular mode of playing

>Permadeath

>Each game you play has no impact on the next game you play, win or lose.

Many players will lose game after game before finally determining a winning strategy.


ea2d4f No.15236249

>>15235091

I used to shill Brogue here a while ago. Its a great game and very pretty for ASCII. Its well made


54b3b8 No.15236262

>>15234950

why do harcore roguelike fans insist that anything that doesn't use ascii art graphics is not a roguelike?


8f42e5 No.15236264

File: d727153fffd63a2⋯.jpg (217.96 KB, 600x445, 120:89, d727153fffd63a231bfabf07d9….jpg)

>>15234950

Ascended in nethack as a Tourist two weeks ago. Felt good.

I'll admit that I use tilesets because tapping / to figure out whether something's Rodney or an Elvenking is a pain in the ass. Being able to easily identify what's who and where speeds up the game quite a bit.


b80310 No.15236383

>>15236262

Autism?


75a87a No.15236394

File: 08c1882c521f1dd⋯.jpg (21.27 KB, 579x397, 579:397, anarcho_sam.JPG)

>>15234950

>Anyone play any good roguelikes recently?

Only IVAN and Unreal World. Still haven't gotten past the Dark Frog or built a house.

>>15235091

It's a solid upgrade on classic rogue.

>>15236262

Depends. The furthest I'll go is tiles. As soon as you lose the grid and it becomes real time for example, it's not a roguelike. The fun in rogues comes from the imagination, role playing by yourself. Flavor text in combat is often times more important than pretty graphics.


1f9f75 No.15236410

Caves of Qud is my favorite. Worldbuilding and atmosphere is like nothing else I've experienced in a RL. Second place is probably CDDA, but fucking christ in hell if the main dev isn't such a massively cancerous arrogant self aggrandizing fucking faggot. Well, second place used to be stone soup, but it's been several years now that the dev team considers "remove anything and everything" to be "developing."

>>15235091

Brogue is as streamlined, solid, and compact as you can possibly make a classic roguelike that is also well done.

>>15235428

You learn something new every day.


1f9f75 No.15236414

File: 1de8a021bb17b42⋯.png (814.61 KB, 960x731, 960:731, 1.png)

Also, found this gravestone in one of my older CoQ games. There had to be some smoke inhalation or something.


b8f306 No.15236415

I've been playing gungeon.


b8f306 No.15236420

>>15235472

If the map isn't generated for each match then it can't be roguelike.


86adc8 No.15236485

File: 35769b26a336355⋯.png (29.68 KB, 720x397, 720:397, 2.png)

>>15236415

>>15236420

The faggot that admits to playing casual shit like game of the week#26938727474 isn't in a position to lecture anyone on what constitutes a roguelike.

Also i bet you're the faggot that made a thread to shill it yesterday and then got buthurt when everyone told him he has shit taste and to fuck off


822d87 No.15236492

>>15234950

I definitely prefer roguelikes, even though I've never completed one in nearly two decades of on-again, off-again trying.

Any ADOM players up in here?


1f9f75 No.15236508

I also forgot to mention I've been playing a bit of Cogmind. For whatever reason I can't get into it. I've done a few runs, I understand all the mechanics, it's okay. But I'm just not engaged by it very much, and I don't know why. It's a serviceable true roguelike that focuses a lot on gear modulation and ranged combat, and it does things in a novel way for something in the genre, but something about it just feels too bland. It doesn't draw me back and I don't get the feeling of "okay let's go one more run."


54b3b8 No.15236538

>>15236394

>>15236383

So people telling me TOME isn't a real roguelike are just ultra autistic?


8f42e5 No.15236598

File: 87eeb2de221e9bf⋯.png (125.39 KB, 920x915, 184:183, 87eeb2de221e9bff1b8d7292ec….png)

>>15236538

I'd consider TOME less of a pure "roguelike" simply because of the persistent character unlocks instead of having everything available from the get-go. Persistent world map doesn't mean as much to me. I think Angband has a persistent starting town at the top of the dungeon.

Given how far the genre's designation has fallen, simply being a turn-based roleplaying game with permadeath and a tileset is enough to make the grade as being a "Rogue-like".

Might be better to just call them Rogue clones at this point to make a clean part from reddit coprophiles calling anything with player death a "roguelike".

If you want, there is a tileset that comes with the base game that sets everything to ascii, but it's shitpost material (the grass tiles still blow in the wind).


f63b2f No.15237129

>>15236415

are there lewds of the gorgun? monster girls give me the strongest boner i can achieve


2cea76 No.15237209

Am I the only one who likes DF Adventure Mode better than any other roguelike?

Classic roguelikes have been done to exhaustion, IMO.

Not only that, the combat system was never really very interesting, at least since Dwarf Fortress Adventure Mode came around. DF makes way better use of the space in combat, with the ability to wrestle, attack and remove specific enemy limbs and get on top of enemies and crush them.

I would love to see a roguelike with DF AM's combat system, plus magic, in a less random and better built fantasy setting.

Wish I had the time to work on my own roguelike project.


1f9f75 No.15238049

>>15236538

The point is that having ascii art or not is ridiculously superfluous and doesn't affect whether a game is a "true" roguelike. ASCII is strictly cosmetic, and while it's considered pretty bad form for a dev to make a RL without an ascii tileset, it's not required. It doesn't affect any mechanics, and the symbols or art you use to represent things on the screen are entirely arbitrary. The things that determine whether something is a roguelike are the mechanics of the game, not how it looks. Something can have, in fact, ascii art and NOT be a roguelike.


abee56 No.15238229

>>15238049

Do people expect roguelikes to be playable in a unix terminal still?


388acf No.15238654

How is IVAN these days? Did the revival continue with any substance?


b3d415 No.15240983

>>15237209

Any good mods for DF adventure mode?


c54132 No.15241007

>>15236262

>why do harcore roguelike fans insist that anything that doesn't use ascii art graphics is not a roguelike?

They don't. Stop shitposting you nigger.


3a86ca No.15241141

Only Roguelites I liked were:

Nuclear Throne - The loop system is kinda sloppy/lazy, and the game could be much improved by a little more content and development, but the little things and core gameplay experience is top notch. Chances are you've already played it though.

Downwell - Just a damn solid platformer with random levels and equipment/perks to spice things up, hard to find a flaw with it.

Monolith - Great Roguelite Shmup, I'm usually not that fond of Shmups but I love this, the weapon keyword system is a bit hit and miss, sometimes it results in some good variety, other times the bonuses are useless or way too strong (e.g. triple homing lasers with crossbeam). Great amount of enemy+stage variety considering each room is pre-made, has some mystique with the story/flavor but doesn't take itself too seriously. Two big Expansions planned to boot.

Towerclimb - Only lite platformer I liked, doesn't have any meta progression or RPG element bullshit. Purely platforming with some item manipulation/crafting mechanics, some of the later areas are incredibly simple but devious. If you're viewing shots of it note that the ugly filter can be removed (no idea why they left it on in shots), overcome any aversion to pixelshit you have and give this a shot. An update is also planned for sometime in the next year or so.

Unexplored - Kinda borderline, my main criticism of it is that after a few runs the inner working become very apparent and not really in a good way, often feeling samey. However it has a nice vector artstyle and a surprisingly challenging combat system, although sadly it is quite open to abuse, as enemies seem to get confused slightly by doorways. Dev also released some free extra game-modes, so far one is pretty good and the other is pretty iffy, a third is planned. Definitely worth trying out though you might drop it after a few runs.

>>15237209

I find Brogue's combat to be quite interesting, the designer's philosophy of "powerful but situational" results in a lot of things enabling different playstyles where in a DnD type game they'd have very little impact. Such as the axe/waraxe hitting every cell around you at the cost of some raw power compared to the sword/broadsword, whips striking at range, etc. So it can be worth carrying multiple weapons around, then to top this off you have all the staves/wands/consumables, thus your choice of weapon/build and what you have at hand can result in entirely different strategies/approaches to a given situation.

By comparison even though Cogmind is a very polished game. I find the combat pretty boring, as item destruction doesn't add a lot to combat - you can't target enemy parts to disable them, so it just means you get parts fucked up and have to lug spares around. Combat basically boils down to spamming the weapon(s) you have equipped at the target and with the exception of explosives particular weapon types just have certain advantages rather than opening up new strategies/playstyles, and consumables and utility items are completely non-present. Thus your choice is split between boring combat and stealth/evasion, the latter of which just means building to move fast, installing scanners and running/hiding from everything. Brogue even has more variety in stealth - you can build for stealth via ring of stealth, invisibility charm, or teleportation charm, can use a warhammer to smack the shit out of things after sneaking up on them, and can also use various potions to help you in tight spots.


a387db No.15241290

Shiren the Wanderer is life. Shiren the Wanderer is love.




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