Roguelikes and Roguelites General - Discussion, recommendations, and suggestions

Cogmind also looks absolutely amazing. From the tileset that represents the changing environment (destructionel especially) to how it has ASCII representations of items and weapons. I personally believe Cogmind and BRouge are on the track of how roguelikes should look going forwards. We have the technology to make these things visually stunning yet keep to first principles.
The other thing that is underrated is the sound design. Rooms with heavy machinery when you enter them have a droning or buzzing or the sound of rhythmic pounding, quantum compressors bubble and gurgle, it really helps sell that the tiles aren't just random rooms connected by hallways but it's a place that's actually doing things, making things. I really don't know another rogue like that does something like that.
 
I have been mainlining Path of Achra for the past couple of weeks. ~80 hours in and only half the achievements done. Hopefully the cycles do max out at 32 like I heard, because I may need an intervention otherwise.

As is often the case, melee builds fall off into irrelevance as you get into the higher level content, unless I'm overlooking something, which is likely. I was sleeping on priests for forever until I realized they're the key to some of the most OP builds that let you nuke everything on turn 0. If you manage to get the toothed sword towards the end, which lets you deal 50% of attack as blood damage every time you kill something (including your minions,) then it's all over but the crying.

Cheese of this caliber is essential when you're dealing with enemies with hundreds of speed, millions of heath, and chip damage that can instagib you.
 
Jupiter Hell Classic, which has no connection whatsoever to Doom, was early access released yesterday on Steam.

e, fixed words. words hard.
 
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Jupiter Hell Classic, which has no connection whatsoever to Doom, was early access released yesterday on Steam.
https://youtube.com/watch?v=RYvogFflW3k
e, fixed words. words hard.
I thought I'd seen this before but actually called Doom. Apparently it is indeed that game. Originally called Doom, the Roguelike. They got a C&D and changed the name. Glad to see it's still coming out.
 
Undermine is pretty darn good. I had trouble with the first boss but the 2nd and 3rd were much easier, you're way more used to the game by then.


Mana Spark caught my attention for a little while when it came out, it felt kind of barebones in that it felt like you unlocked everything worth getting relatively fast, though the hold and release archery based shooting was a lot of fun. I got stuck on the dragon boss back then and am now feeling a yearning to revisit it soon.



Both retroshit dungeon crawlers but I dig that kind of game.

I've been periodically trying to get to the cosmic ocean in Spelunky 2 whenever the mood strikes, I died on one if the final sunken city stages with both the sacred bow and arrow in a recent attempt. it's the closest I've gotten. I have both the ankh and Qi Lin skip down, it's only a matter of time.
 
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Discuss roguelikes, and give your recommendations!

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Golden Light. Deranged first person survival horror roguelike with schizo plot and game world, ps1 graphics and items which have effects that change with each playthrough. Absolutely one of a kind and a great time. Buy it.

 
Jupiter Hell Classic, which has no connection whatsoever to Doom, was early access released yesterday on Steam.
https://youtube.com/watch?v=RYvogFflW3k
e, fixed words. words hard.

I haven't touched JHClassic since I've only had 1 actual win with Jupiter Hell, and it feels weird moving onto the inspiration inspired inspiration of the semi-sequel remake of the game I'm already playing. Between those two, I'm still putting more time into Quasimorph and Elin since Elin is still getting semi-frequent updates and Quasimorph is about to hit its 1.0 release.

The last update Quasimorph got was a buncha QoL improvements and a revamp of all their classes and perks w/ several perks and some classes being more geared towards stealth than before; however, iirc they're still planning on revamping parts of how stealth works so it still feels lackluster in that department - not that it affects me much. I spend most of my time running around as a hyper cyborg berserker with big ass plasma swords that kills almost everything in a single hit. They've improved the AI a lot as well, and they'll use more grenades/AoE weapons if you're dodging a lot and retreat to cover more.

The missions also used to be super samey w/o variants of tiles or room layout, but the recent update also added a fuckton of different tiles and unique layouts to show the difference between ships, planet bases, prisons, satellites, etc.
 
The last update Quasimorph got was a buncha QoL improvements and a revamp of all their classes and perks w/ several perks and some classes being more geared towards stealth than before; however, iirc they're still planning on revamping parts of how stealth works so it still feels lackluster in that department - not that it affects me much. I spend most of my time running around as a hyper cyborg berserker with big ass plasma swords that kills almost everything in a single hit. They've improved the AI a lot as well, and they'll use more grenades/AoE weapons if you're dodging a lot and retreat to cover more.
I liked this game, I didn't like that essentially they just drop your retard ass into the game with zero context for the setting, the story beyond its vague ass intro, and more importantly, the most important aspect of the game, the sorta-Stock Exchange nature of working for each corp, in that if you aren't careful (and you could never know your first playthrough) you can easily have the god damn Mayan-Demons take over the entire balance of power.
 
I liked this game, I didn't like that essentially they just drop your retard ass into the game with zero context for the setting, the story beyond its vague ass intro, and more importantly, the most important aspect of the game, the sorta-Stock Exchange nature of working for each corp, in that if you aren't careful (and you could never know your first playthrough) you can easily have the god damn Mayan-Demons take over the entire balance of power.

They do leave a lot up to the player to read through the individual corporations in their description, and they should do more to actually introduce more of the galaxy to the player BESIDES reading paragraphs, but idk when you played because they've added more Quasimorphic factions that appear when you visit certain celestial groups, and one of them (The Feathered Masks) is actually friendly with humans and opposed to the other, main antagonistic Quasimorph faction - Tzectlan; the Mayan-Demons. In the end, it's still all dice rolls to which corporations end up being on top even if the main one is geared to be aggressive.

I took one trip out to Jupiter to take over the Sunlight Coven as a proxy, and by the time I got out to the planet, the rest of the galaxy had kicked the shit out of Tzectlan and put them near the bottom of the list. If the Tzectlan end up being paired against the Hexarchy (the 6 major corporations you can't take over - the ones that have story lines atm) they have a higher chance of losing partially due to how the game favors the Hexarchy and by the nature of how power works for deciding conquest/defenses. I think most people who keep playing have that one playthrough where they avoid the Tzectlan (for whatever reason), and then see them conquer large swathes of the galaxy to the point they can be 1-3 thousand power ahead of everyone else - and then you learn: I should maybe kick the shit out of them a little bit from time to time to keep them down.

I still love Quasimorph, and hope they still have more to add with intra-corporate interactions because atm it's mainly the Unchained Belt showing up in the middle of a floor and not much of "this company that hates you is sending people to fuck you up," but they've done enough with adding aspects of it that hopefully they'll keep adding and improving on it.
 
but idk when you played because they've added more Quasimorphic factions that appear when you visit certain celestial groups,
qute a while ago, there were very few planets then, I need to hop back on it.
I will say I like the idea of a setting so dystopic people do big business with what I can only describe as the most aggressive demonic forces I've seen in quite a few settings.
 
I liked this game, I didn't like that essentially they just drop your retard ass into the game with zero context for the setting, the story beyond its vague ass intro, and more importantly, the most important aspect of the game, the sorta-Stock Exchange nature of working for each corp, in that if you aren't careful (and you could never know your first playthrough) you can easily have the god damn Mayan-Demons take over the entire balance of power.
That whole "dump your retard ass into the game with zero context" combined with often absurdly complex game mechanics has more or less been a thing since roguelikes existed.

Like Nethack. Here's your dude: @. Go get the Amulet of Yendor. Good luck retard. ? gives you a list of commands and you don't even know what they do. And you can start out and get killed on the first turn by a kobold with a wand of death. Or even before you get a turn if you land on a cross-aligned artifact and you have autopickup turned on (which you shouldn't).
 
That whole "dump your retard ass into the game with zero context" combined with often absurdly complex game mechanics has more or less been a thing since roguelikes existed.

Like Nethack. Here's your dude: @. Go get the Amulet of Yendor. Good luck retard. ? gives you a list of commands and you don't even know what they do. And you can start out and get killed on the first turn by a kobold with a wand of death. Or even before you get a turn if you land on a cross-aligned artifact and you have autopickup turned on (which you shouldn't).
bump into a Unit to attack it but UH OH its 5,500 POWER LICHES
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qute a while ago, there were very few planets then, I need to hop back on it.
I will say I like the idea of a setting so dystopic people do big business with what I can only describe as the most aggressive demonic forces I've seen in quite a few settings.

If the last time you played there were only a few planets, they've added A LOT of shit.
Now, with expanded implants/mechanical limbs/quasimorphic implants/reworked classes/reworked stealth/so much shit has been reworked and added it's nuts. My top clone runs around with 4-5 AP per turn and is able to attack anywhere from 4-20 times depending on the weapon, AND one of the new perks gives you a % chance to get AP back for a melee attack, so it's a lot easier to go full berserker and just wreck butthole.


I can't stress the new tilesets enough either since one of my major complaints to them was how identical every place was for every mission, but yeah, if you weren't able to take over a minor corporation to become your proxy faction - there's a lot of shit they've added.
 
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I've been playing this, got about 50 hours in, have to say this is one of the cleanest Roguelites launched in a while.
Shape of Dreams is a kitbash of Risk of Rain and MOBA style combat, but with far more complexity than Risk of Rain, because of the limited nature of builds, and how the systems work.

its an Isometric Roguelike, you can either click to move (insane of you lol) WASD, or use a controller, the main gimmick of the game is the Memories, AKA abilities, like in a MOBA, you have 4, and a passive, however, each character only starts with 2, and all memories elsewise are random loot, you can even replace your starting Memories, you can drag and drop memories for other players (this game has drop in, and drop out Co-Op) and you can upgrade Memories nigh-infinitly, so long as you get the Dust required, which obviously goes up in increments.

the truly complex part of the game are the Essences, which are modifies you slap on memories, each Memory can old 3 Essences, and they modify the ability, or do some sort of effect when you use the memory, or reset the memory when something you do occurs, or a myrid of things, some are just straight up stat sticks or "you fire fireballs intermentilly", you can ALSO upgrade Essences infinitely as well, and this is how you can exponentially increase your damaage, healing, negation or w/e.

Each character fits a sort of archetype you'd imagine, the Ranged Carry, the "Speedy Melee", the Tanky Melee, the Pet Class, the "It says Healer, but they are actually the Vampiric HP Tank of Doom", there is also a modifable equipable passive constelation for each character which mainly just adds some base stats or effects, none of these scale like in progression Roguelites, but are more ways to gear the character in a certain direction, the only thing that TRULY seperates each character is the unique starting Memories, the unique passive, how you auto attack, and what stats the character gets on levels, other than that you can, if you want build any character any way.

The combat reminds me of a top down version of Nu-MMO, with warning effects before any attack, sorta like FF14, and just like Risk of Rain, you can Loop as many times as you want, difficulty scales with time played, UNLIKE Risk of Rain you can stop the game and come back to it at a later time, including multiplayer, so long as all the same players rejoin their characters will be the same loadout/level and you can pick up where you left off.
 
So what happened with Hades 2? The first one was massively popular and the second one vanished like a fart as soon as it was released.

Reading about it, apperantly it ends with a super wholesome chungus "villain becomes happy grandpa" and conveniently you kill only his evil part? Remember when games had edge?
 
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