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.