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* ''VideoGame/DeathRoadToCanada'': A RoadTripPlot from [[OnlyInFlorida Florida]] to [[CanadaEh Canada]], trying to escape a zombie apocalypse that has destroyed most of civilization. It's a lot sillier than it sounds.

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* ''VideoGame/DeathRoadToCanada'': A RoadTripPlot from [[OnlyInFlorida Florida]] to [[CanadaEh Canada]], Canada, trying to escape a zombie apocalypse that has destroyed most of civilization. It's a lot sillier than it sounds.
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* ''VideoGame/ResidentEvil7Biohazard'' Ethan Must Die game mode has randomized gameplay
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* ''VideoGame/FarCry6'' the 3 villain DLCs are roguelikes
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* ''VideoGame/HonkaiStarRail'' features the Simulated Universe as a major game mode, in which you traverse a randomized series of rooms with random enemies and events in between, ultimately culminating in a final boss battle. Defeating enemies or seeing random events grants boons you can collect in the form of Blessings that affect the strength of your team, as well as powerful items called Curios that can be either beneficial or detrimental to your adventure. Later updates have introduced Simulated Universe: Expansion Modules to the mode, which feature alternative gameplay and new mechanics from the base Simulated Universe adventure and can be completed to unlock even more Blessings for the base Simulated Universe.
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* ''VideoGame/Archero''

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* ''VideoGame/Archero''''VideoGame/{{Archero}}''
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* ''VideoGame/Archero''
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* ''VideoGame/TombRaiderReloaded''
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* ''VideoGame/RainbowSixSmol''
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* ''VideoGame/MightyDoom''

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* ''VideoGame/HearthstoneHeroesOfWarcraft'': Dungeon Run, Monster Hunt, Rumble Run, The Great Dalarian Heist and Tombs of Terror Modes where you can select a character (Dungeon Run has one of the starting heroes, Rumble Run puts you in control of Rikkar, the others involve characters who combine two classes) and fight random bosses and get either cards that support whichever character's deck you chose or overpowered treasures.

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* ''VideoGame/HearthstoneHeroesOfWarcraft'': Dungeon Run, Battlegrounds, Monster Hunt, Rumble Run, The Great Dalarian Heist and Tombs of Terror Modes where you can select a character (Dungeon Run has one of the starting heroes, Rumble Run puts you in control of Rikkar, the others involve characters who combine two classes) and fight random bosses and get either cards that support whichever character's deck you chose or overpowered treasures.


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* ''VideoGame/YiXian''

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* ''VideoGame/BlazingBeaks'' top down shooter roguelike featuring birds



* ''VideoGame/{{Rad}}''

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* ''VideoGame/{{Rad}}''''VideoGame/QuestOfDungeons'' Traditional Roguelike
* ''VideoGame/{{Rad}}'' Hack and Slash Roguelike published by Namco
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* [[SkillScoresAndPerks Perks]]: In modern roguelikes, it's common for the player to be regularly gifted with special abilities which remain with them for the rest of the game, often as a reward for level completion or getting enough XP. A common practice is for the game to offer a random selection of perks (usually [[RuleOfThree three]]) and allow the player to pick one (or re-roll them) perks could include reviving once, full health, bullets bouncing off of walls, etc.

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* [[SkillScoresAndPerks Perks]]: In modern roguelikes, it's common for the player to be regularly gifted with special abilities which remain with them for the rest of the game, often as a reward for level stage completion or getting enough XP.when gaining an experience level. A common practice is for the game to offer a random selection of perks (usually [[RuleOfThree three]]) and allow the player to pick one (or re-roll them) perks could include reviving once, full health, bullets bouncing off of walls, etc.
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* [[SkillScoresAndPerks Perks]]: In modern roguelikes, it's common for the player to be regularly gifted with special abilities which remain with them for the rest of the game, often as a reward for level completion. A common practice is for the game to offer a random selection of perks (usually [[RuleOfThree three]]) and allow the player to pick one (or re-roll them) perks could include reviving once, full health, bullets bouncing off of walls, etc.

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* [[SkillScoresAndPerks Perks]]: In modern roguelikes, it's common for the player to be regularly gifted with special abilities which remain with them for the rest of the game, often as a reward for level completion.completion or getting enough XP. A common practice is for the game to offer a random selection of perks (usually [[RuleOfThree three]]) and allow the player to pick one (or re-roll them) perks could include reviving once, full health, bullets bouncing off of walls, etc.
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* ResourcesManagementGameplay: Since roguelikes are randomly generated, the resources available to the player are not guaranteed and may be different each playthrough. For example, an item that got the player out of a tough spot before might not be available the next time around. Thus, there is an element of carefully making use of whatever resources the player has to hand. Sometimes this involves carefully rationing the resources you have, or taking risks to secure resources that you need examples include trading health for better loot or a challenge room where you need to survive multiple waves of enemies or a hard platforming room.

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* ResourcesManagementGameplay: Since roguelikes are randomly generated, the resources available to the player are not guaranteed and may be different each playthrough. For example, an item that got the player out of a tough spot before might not be available the next time around. Thus, there is an element of carefully making use of whatever resources the player has to hand. Sometimes this involves carefully rationing the resources you have, or taking risks to secure resources that you need examples include trading health for better loot or loot, a challenge room where you need to survive multiple waves of enemies enemies, or a hard platforming room.
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* ResourcesManagementGameplay: Since roguelikes are randomly generated, the resources available to the player are not guaranteed and may be different each playthrough. For example, an item that got the player out of a tough spot before might not be available the next time around. Thus, there is an element of carefully making use of whatever resources the player has to hand. Sometimes this involves carefully rationing the resources you have, or taking risks to secure resources that you need like health for better loot or challenge room where you need to survive multiple waves of enemies/Platforms.

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* ResourcesManagementGameplay: Since roguelikes are randomly generated, the resources available to the player are not guaranteed and may be different each playthrough. For example, an item that got the player out of a tough spot before might not be available the next time around. Thus, there is an element of carefully making use of whatever resources the player has to hand. Sometimes this involves carefully rationing the resources you have, or taking risks to secure resources that you need like examples include trading health for better loot or a challenge room where you need to survive multiple waves of enemies/Platforms.enemies or a hard platforming room.
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* ''VideoGame/AnomalyCollapse''

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* ''VideoGame/AnomalyCollapse''''VideoGame/AnomalyCollapse'' one lane strategy game roguelike



* ''VideoGame/BackpackHero''

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* ''VideoGame/BackpackHero''''VideoGame/BackpackHero'' a Roguelike that plays like Item Management in Resident Evil 4
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* ''VideoGame/AnomalyCollapse''
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* ''VideoGame/{{Dungreed}}''
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* ''VideoGame/ShadowOfTheDepth''

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* ''VideoGame/ShadowOfTheDepth''''VideoGame/ShadowOfTheDepth'' is a topdown hack and slash
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* ''VideoGame/ShadowOfTheDepth''
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* ''VideoGame/{{Brotato}}'' plays similar to Vampire Survivors


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* ''VideoGame/PicayuneDreams'' plays like a combination of Yume Nikki and Brotato
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* ''VideoGame/DotaUnderlords''
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* ''VideoGame/{{Atomicrops}}'' Plays like a combination of Nuculear Throne and Rune Factory
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* ''VideoGame/SuperAutoPets''
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* ResourcesManagementGameplay: Since roguelikes are randomly generated, the resources available to the player are not guaranteed and may be different each playthrough. For example, an item that got the player out of a tough spot before might not be available the next time around. Thus, there is an element of carefully making use of whatever resources the player has to hand. Sometimes this involves carefully rationing the resources you have, or taking risks to secure resources that you need.
* LimitedLoadout: On the flipside of resource management, some roguelikes are capable of giving the player ''too many'' resources, since random generation can provide a potentially limitless supply. To counter this, games may put a tight limit on the player's inventory and force them to choose which items are most important to them this could even extend to trading health for better loot.

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* ResourcesManagementGameplay: Since roguelikes are randomly generated, the resources available to the player are not guaranteed and may be different each playthrough. For example, an item that got the player out of a tough spot before might not be available the next time around. Thus, there is an element of carefully making use of whatever resources the player has to hand. Sometimes this involves carefully rationing the resources you have, or taking risks to secure resources that you need.
need like health for better loot or challenge room where you need to survive multiple waves of enemies/Platforms.
* LimitedLoadout: On the flipside of resource management, some roguelikes are capable of giving the player ''too many'' resources, since random generation can provide a potentially limitless supply. To counter this, games may put a tight limit on the player's inventory and force them to choose which items are most important to them this could even extend to trading health for better loot.
them.
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* SuspendSave: Roguelikes typically have OnlyOneSaveFile per character, and do not allow or expect you to reload a save other than to resume a game already in progress. This prevents players from SaveScumming, which could otherwise be used to circumvent {{Permadeath}}.

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* SuspendSave: Roguelikes typically have OnlyOneSaveFile per character, and do not allow or expect you to reload a save other than to resume a game already in progress. This prevents players from SaveScumming, which could otherwise be used to circumvent {{Permadeath}}.{{Permadeath}} or in a game like Slay the Spire force a player to stick to one path.

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