HyperRogue (non-Euclidean roguelike), RogueViz, ZenoRogue (non-Euclidean visualization) on YouTube, Hydra Slayer (math roguelike).
You seem to say that the classification of a game depends on how it is played, which is useless. Mostly every game with a character who could die can be played permadeath, and in mostly every offline roguelike permadeath is optional.
You seem to say that the classification of a game depends on how it is played, which is useless. Mostly every game with a character who could die can be played permadeath, and in mostly every offline roguelike permadeath is optional.
Adding ASCII would be interesting too.
Adding ASCII would be interesting too.
People in 1993 wanted to create a space about a specific exploration/combat system that was so good they wanted more of, and called it after the game that popularized it, Rogue. It is still the meaning used in www.reddit.com/r/roguelikes/.
People in 1993 wanted to create a space about a specific exploration/combat system that was so good they wanted more of, and called it after the game that popularized it, Rogue. It is still the meaning used in www.reddit.com/r/roguelikes/.
Baroque did it in the late 90s, so decades before Hades.
In the first roguelike I have played, Valhalla, you could find the exact place where your earlier character died. That was amazing.
Baroque did it in the late 90s, so decades before Hades.
In the first roguelike I have played, Valhalla, you could find the exact place where your earlier character died. That was amazing.
You do get narrative (Caves of Qud got some awards for its narrative).
If you do not like losing your progression, you can disable permadeath.
You do get narrative (Caves of Qud got some awards for its narrative).
If you do not like losing your progression, you can disable permadeath.
Is there any specific reason why you would pick a run-based game with metaprogression over a non-run-based RPG (I am mostly thinking about roguelike non-run-based RPG such as Caves of Qud, but other RPGs work here too)?
Is there any specific reason why you would pick a run-based game with metaprogression over a non-run-based RPG (I am mostly thinking about roguelike non-run-based RPG such as Caves of Qud, but other RPGs work here too)?
The artificial extending of the playtime (by punishing gameplay + forced resets + extensive metaprogression, although runs tend to be short) is more of a roguelite thing.
The artificial extending of the playtime (by punishing gameplay + forced resets + extensive metaprogression, although runs tend to be short) is more of a roguelite thing.