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* ''VideoGame/AwayJourneyToTheUnexpected'', made as a love letter to {{Anime}}.
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Going to close the thread since the description change decided on by the TRS thread is done
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The text I removed was moved to Analysis.Roguelike.
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Per TRS, the definition now includes games that also fall under the "rougelite" and "roguelike-like" umbrellas, in addition to traditional examples. Adjusting the description (mainly trimming) to account for that.
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Roguelikes are a subgenre of {{Role Playing Game}}s, so named for being like ''VideoGame/{{Rogue}}'', a [[OlderThanTheNES very early]] computer game.
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Roguelikes are a subgenre type of video game, particularly {{Role Playing Game}}s, Game}]s, so named for being like sharing gameplay elements with ''VideoGame/{{Rogue}}'', a [[OlderThanTheNES very early]] computer game.
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Adding to the addictive nature of the game was the thrill of {{permadeath}} - the fact that the death of your character would end the game, forcing you to start again from the beginning no matter how far into the dungeon you got. This ensured that players were very attached to their characters, and would play with tactical caution, weighing up their options whenever things became dangerous.
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Adding to the addictive nature of the game was the thrill of {{permadeath}} - -- the fact that the death of your character would end the game, forcing you to start again from the beginning no matter how far into the dungeon you got. This ensured that players were very attached to their characters, and would play with tactical caution, weighing up their options whenever things became dangerous.
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One factor that almost certainly contributed to the rise of roguelikes was the fact that they have no graphical requirements. Any coder can create one without having to worry about graphical or audio resources -- the only requirement of a roguelike is the ability to manipulate a grid of text characters, which any computer system can do trivially -- especially the [[UsefulNotes/CursesAPI terminal-based systems]] in common use during the 1980s, when the first roguelikes began to appear.
Because of the lack of reliance on graphics, roguelikes tend to focus far more on game mechanics instead, with the result that they are often extremely intricate, and allow for complex strategies and interactions.
Because of the lack of reliance on graphics, roguelikes tend to focus far more on game mechanics instead, with the result that they are often extremely intricate, and allow for complex strategies and interactions.
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That's not a common term at all, it shouldn't be in the first sentence.
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Roguelikes (also known by the [[WritingAroundTrademarks unencumbered]] but less popular name of Procedural Death Labyrinths or PDL) are a subgenre of {{Role Playing Game}}s, so named for being like ''VideoGame/{{Rogue}}'', a [[OlderThanTheNES very early]] computer game.
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Roguelikes (also known by the [[WritingAroundTrademarks unencumbered]] but less popular name of Procedural Death Labyrinths or PDL) are a subgenre of {{Role Playing Game}}s, so named for being like ''VideoGame/{{Rogue}}'', a [[OlderThanTheNES very early]] computer game.
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!!roguelike games
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* ''VideoGame/VampireSurvivors'', a survival roguelike with a style reminiscent of old ''Castlevania'' games.
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!!Games often described as "Roguelike" despite having few or no roguelike attributes
Note a game can lack a few roguelike attributes and still be a roguelike. There are roguelikes that are not turn based, for example). But similarly, not all games that have a few roguelike attributes are roguelikes. There are non-roguelike games that involve randomness, for example.
* ''VideoGame/VampireSurvivors'' doesn't involve procedurally generated dungeon crawling, is not turn based, is not slow paced, do not have a large variety of monsters with different abilities, do not randomize the appearance of items (e.g. the cross weapon will always be the cross weapon).
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** ''VideoGame/RiskOfRain2''
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** ''VideoGame/RiskOfRain2''''VideoGame/RiskOfRain2'', the [[VideoGame3DLeap 3D sequel]]
* ''VideoGame/ToejamAndEarl'' has plenty of Rogue-lite elements and isn't super difficult, but with longer games and a lack of carry-over between games more akin to a traditional roguelike. The fourth game, ''Back in the Groove'', adds a {{Macrogame}} that places it firmly in Rogue-lite territory.
* ''VideoGame/TowerClimb'', a platformer roguelike with the goal of [[ClimbingTheCliffsOfInsanity climbing up a strange tower]]
* ''VideoGame/TowerOfGuns'' is a [[FirstPersonShooter 90s-style]] FirstPersonShooter with all typical random elements, including the ''[[UpToEleven plot]]''.
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* ''VideoGame/ToejamAndEarl'' has plenty of Rogue-lite elements and isn't super difficult, but with longer games and a lack of carry-over between games more akin to a traditional roguelike. The fourth game, ''Back in the Groove'', adds a {{Macrogame}} that places it firmly in Rogue-lite territory.
* ''VideoGame/TowerOfGuns'' is a [[FirstPersonShooter 90s-style]] FirstPersonShooter with all typical random elements, including the ''[[UpToEleven plot]]''.
* ''VideoGame/TowerOfGuns'' is a [[FirstPersonShooter 90s-style]] FirstPersonShooter with all typical random elements, including the ''[[UpToEleven plot]]''.
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** ''VideoGame/{{Hades}}'', blended with ActionRPG.
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* ''VideoGame/{{Hades}}'', an isometric action RPG roguelike featuring Greek mythology and loads and loads of story and dialogue.
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* The above turn based engine means roguelikes are incredibly ''slow''. If you want to spend twenty minutes thinking about your next move you're free - and in some cases encouraged - to do so.
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Deadly Rooms of Death is not a roguelike, as it's not procedurally generated. Instead it's "just" a top-down turn-based dungeon crawler.
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* ''VideoGame/DeadlyRoomsOfDeath''
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* ''VideoGame/SoulTide'' contains a watered-down roguelike mode called "Astral Rift" where players have to fight monsters continuously in a linear fashion without outside healing and relying on buffs, party strengths, and wit.
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* ''VideoGame/HomeBehind has you liberating a country from a vicious civil war, with side scrolling combat & an over the top map layer.
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* ''VideoGame/OperationSTEEL'', a [[/index]]HorizontalScrollingShooter[[index]] that randomizes enemy formations and their attacks, and features powerup drops and shops, the contents of which are also randomized. Bosses are randomly picked from a pool of pre-made bosses at the end of every stage except for the FinalBoss.
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* ''VideoGame/OperationSTEEL'', a [[/index]]HorizontalScrollingShooter[[index]] that randomizes enemy formations and their attacks, and features powerup drops and shops, the contents of which are also randomized. Bosses Bosses, both midbosses and end-of-stage bosses are randomly picked from a pool of pre-made bosses at the end of every stage except for the FinalBoss.[[/index]]FinalBoss[[index]].
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* ''VideoGame/OperationSTEEL'', a [[/index]]HorizontalScrollingShooter[[index]] that randomizes enemy formations and their attacks, and features powerup drops and shops, the contents of which are also randomized. Bosses are randomly picked from a pool of 12 at the end of every stage except for the FinalBoss.
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* ''VideoGame/OperationSTEEL'', a [[/index]]HorizontalScrollingShooter[[index]] that randomizes enemy formations and their attacks, and features powerup drops and shops, the contents of which are also randomized. Bosses are randomly picked from a pool of 12 pre-made bosses at the end of every stage except for the FinalBoss.
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* ''VideoGame/OperationSTEEL'', a [[/index]]HorizontalScrollingShooter[[index]] that randomizes enemy formations and their attacks, and features powerup drops and shops, the contents of which are also randomized. Bosses are randomly picked from a pool of 12 at the end of every stage except for the last two.
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* ''VideoGame/OperationSTEEL'', a [[/index]]HorizontalScrollingShooter[[index]] that randomizes enemy formations and their attacks, and features powerup drops and shops, the contents of which are also randomized. Bosses are randomly picked from a pool of 12 at the end of every stage except for the last two.FinalBoss.
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* ''VideoGame/OperationSTEEL'', a [[/index]]HorizontalScrollingShooter[[index]] that randomizes enemy formations and their attacks, and features powerup drops and shops, the contents of which are also randomized. Bosses are randomly picked from a pool of 12 at the end of every stage except for the last two.
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* ''Slayer'', another first-person roguelike for the UsefulNotes/ThreeDOInteractiveMultiplayer which has the ''[[TabletopGame/DungeonsAndDragons Advanced Dungeons and Dragons]]'' branding.[[index]]
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* ''Slayer'', ''VideoGame/{{Slayer}}'', another first-person roguelike for the UsefulNotes/ThreeDOInteractiveMultiplayer which has the ''[[TabletopGame/DungeonsAndDragons Advanced Dungeons and Dragons]]'' branding.[[index]]
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* ''VideoGame/{{SYNTHETIK}}'' is a fast-paced [[ThreeQuartersView 3/4 View]] roguelite-shooter.
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* ''VideoGame/{{SYNTHETIK}}'' is a fast-paced [[ThreeQuartersView 3/4 View]] roguelite-shooter.tactical roguelite-shooter.
** ''VideoGame/{{SYNTHETIK2}}''
** ''VideoGame/{{SYNTHETIK2}}''
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It has a lot of roguelike tropes, like permafailure, randomized locations and randomized loot.
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* ''VideoGame/ThisWarOfMine''
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* ''VideoGame/VampireSurvivors'', a survival roguelike with a style reminiscent of old ''Castlevania'' games.
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** ''VideoGame/TouhouGensoWanderer'' and ''VideoGame/TouhouGensoWandererLotusLabyrinth'', Franchise/TouhouProject fan games that were published by Aquastyle.
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** ''VideoGame/TouhouGensoWanderer'' and ''VideoGame/TouhouGensoWanderer'', a Franchise/TouhouProject fan game that was published by Aquastyle.
*** ''VideoGame/TouhouGensoWandererLotusLabyrinth'',Franchise/TouhouProject fan games that were published by Aquastyle.a sequel to the above game.
*** ''VideoGame/TouhouGensoWandererLotusLabyrinth'',
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* ''VideoGame/{{Revita}}'', a rougelite twin-stick platformer where your HP serves as your main currency.
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* ''VideoGame/{{SUPERHOT}}: MIND CONTROL DELETE'', a spinoff
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* ''VideoGame/NeonAbyss'', a run ‘n’ gun rouglite where you travel through the abyss to kill the Modern Gods.
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* ''VideoGame/NeonAbyss'', a run ‘n’ 'n' gun rouglite where you travel through the abyss to kill the Modern Gods.
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* ''VideoGame/{{Porklike}}: [[https://krystman.itch.io/porklike Wurst Comes to Worst]]'': A retro-styled roguelike for the PICO-8 fantasy console, in which you must ascend the ten floors of the evil Wurstlord's tower to steal his legendary Kielbasa.
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* ''VideoGame/DarkestDungeon''
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* ''VideoGame/DarkestDungeon''''VideoGame/DarkestDungeon'': A side-scrolling roguelite with turn-based combat and sanity depleting mechanics. Notably, your characters can die for good but you can replace them with identical (albeit low level) ones while conserving macrogame upgrades.