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* ''VideoGame/FTLFasterThanLight''? More like ''FTL: For The Lose''. It is, in short, Franchise/StarTrek: The Rogue Like. Even on ''easy'' it's still extremely difficult, with luck playing a heavy role. Run into a ship you're not well prepared to face? At best, you can expect to take hefty damage before you can escape. At worst, it's possible to die in the first sector. And every run ends in a final, three-stage confrontation with [[ThatOneBoss the Rebel flagship]]; even for a FinalBoss it's a ''massive'' DifficultySpike over anything else the game could have already conceivably thrown at you.

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* ''VideoGame/FTLFasterThanLight''? More like ''FTL: For The Lose''. It is, in short, Franchise/StarTrek: The Rogue Like. Even on ''easy'' it's still extremely difficult, with luck playing a heavy role. Run into a ship you're not well prepared to face? At best, you can expect to take hefty damage before you can escape. At worst, it's possible to die in the first sector. And every run ends in a final, three-stage confrontation with [[ThatOneBoss the Rebel flagship]]; flagship; even for a FinalBoss it's a ''massive'' DifficultySpike an increase in difficulty over anything else the game could have already conceivably thrown at you.
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Up To Eleven is a defunct trope


** This is turned UpToEleven by the "Dig Deeper" mod, which introduces [[DemonicSpiders orcs]]: trap-proof, door-unlocking fiends that turn up in huge numbers before the end of the first in-game year. (It's possible to end up outnumbered 7:1 by Orc mobs appearing before you've even got your first immigration wave, complete with Orc spearmasters, archers and mace lords). Not like this is the only mod to do this; it speaks volumes about the community that just about every popular mod makes the game significantly harder.

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** This is turned UpToEleven up to eleven by the "Dig Deeper" mod, which introduces [[DemonicSpiders orcs]]: trap-proof, door-unlocking fiends that turn up in huge numbers before the end of the first in-game year. (It's possible to end up outnumbered 7:1 by Orc mobs appearing before you've even got your first immigration wave, complete with Orc spearmasters, archers and mace lords). Not like this is the only mod to do this; it speaks volumes about the community that just about every popular mod makes the game significantly harder.

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* ''VideoGame/DeadCells'' is an incredibly punishing game where tanking hits is just not an option. Once you get past the normal difficulty, enemy damage skyrockets and they can take a massive chunk of your life bar in a single hit.
You can only drink out of your healing flask a limited number of times, and you get less and less charges the higher the difficulty. You have an ''extremely'' short MercyInvincibility and there are traps and pits to watch out for. You get a bit of reprieve via upgrades, but they take a long amount of grind to max out. If you want to get to that TrueFinalBoss gated behind the highest difficulty, better learn how to dodge, parry, and kill everything.

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* ''VideoGame/DeadCells'' is an incredibly punishing game where tanking hits is just not an option. Once you get past the normal difficulty, enemy damage skyrockets and they can take a massive chunk of your life bar in a single hit. \n You can only drink out of your healing flask a limited number of times, and you get less and less charges the higher the difficulty. You have an ''extremely'' short MercyInvincibility and there are traps and pits to watch out for. You get a bit of reprieve via upgrades, but they take a long amount of grind to max out. If you want to get to that TrueFinalBoss gated behind the highest difficulty, better learn how to dodge, parry, and kill everything.
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* ''VideoGame/DeadCells'' is an incredibly punishing game where tanking hits is just not an option. Once you get past the normal difficulty, enemy damage skyrockets and they can take a massive chunk of your life bar in a single hit.
You can only drink out of your healing flask a limited number of times, and you get less and less charges the higher the difficulty. You have an ''extremely'' short MercyInvincibility and there are traps and pits to watch out for. You get a bit of reprieve via upgrades, but they take a long amount of grind to max out. If you want to get to that TrueFinalBoss gated behind the highest difficulty, better learn how to dodge, parry, and kill everything.
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* The ''Mysterious Dungeon'' series in all but a handful of its iterations -- ''VideoGame/ShirenTheWanderer'', ''Torneko: The Last Hope'', ''VideoGame/PokemonMysteryDungeon'', ''VideoGame/ChocobosDungeon'', and quite a few others -- exemplify this entire trope to the max. The entire game is based on the premise of {{Roguelike}} dungeon exploration, with many of the same specifications, in particular that the hero has but one life. The catch: you also can't save levels, gear, items, power-ups, ''nothing''. If you should happen to die (and you will), you are forced to restart at a checkpoint with nothing but your fists and a moderately powerful healing item and Level 1 experience, usually with a dozen hit points. A single mistake can lead to rapid death, the dungeons are randomized and often "themed" (e.g. nothing but Scrolls, traps everywhere, constant damage due to heat), you must stay fed or the hero will die and quickly, monsters spawn infinitely, traps are hidden in the worst places, and the worst of it? When you finish a dungeon, you ''revert to Level 1 again'', and in some installments give up all your equipment, essentially starting from scratch. Some give you a leg up, like allowing you to take a few items in or store things so they don't get lost when you die, but not much else. The only exception to the rule is ''VideoGame/PokemonMysteryDungeon'', [[TropesAreNotBad which isn't necessarily a bad thing given it's a game marketed to kids]]... but as it's covered below, the post-games tend to ''more'' than make up for it.

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* The ''Mysterious Dungeon'' series in all but a handful of its iterations -- ''VideoGame/ShirenTheWanderer'', ''Torneko: The Last Hope'', ''VideoGame/PokemonMysteryDungeon'', ''VideoGame/ChocobosDungeon'', and quite a few others -- exemplify this entire trope to the max. The entire game is based on the premise of {{Roguelike}} dungeon exploration, with many of the same specifications, in particular that the hero has but one life. The catch: you also can't save levels, gear, items, power-ups, ''nothing''. If you should happen to die (and you will), you are forced to restart at a checkpoint with nothing but your fists and a moderately powerful healing item and Level 1 experience, usually with a dozen hit points. A single mistake can lead to rapid death, the dungeons are randomized and often "themed" (e.g. nothing but Scrolls, traps everywhere, constant damage due to heat), you must stay fed or the hero will die and quickly, monsters spawn infinitely, traps are hidden in the worst places, and the worst of it? When you finish a dungeon, you ''revert to Level 1 again'', and in some installments give up all your equipment, essentially starting from scratch. Some give you a leg up, like allowing you to take a few items in or store things so they don't get lost when you die, but not much else. The only exception to the rule is ''VideoGame/PokemonMysteryDungeon'', [[TropesAreNotBad [[Administrivia/TropesAreNotBad which isn't necessarily a bad thing given it's a game marketed to kids]]... but as it's covered below, the post-games tend to ''more'' than make up for it.

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* The postgame of each ''[[VideoGame/PokemonMysteryDungeon Pokemon Mystery Dungeon]]'' game. After you finish the story mode, some of the {{Bonus Dungeon}}s that you can unlock are sadistic. Examples include: Western Cave and Silver Trench in Red and Blue Rescue team, two dungeons that have 99 floors, keep ruining your items with traps, and have strong Pokémon. To take it up a notch, there are 99 floor dungeons ''that lower your level to level 1'' (Wish Cave and Joyous Tower in [=PMD1=]). To make it even harder, there are 99 floor dungeons that lower your level to level 1, do not let you bring any money or items, and do not let you bring in any team members, essentially putting you in the mercy of the random number generator (Purity Forest in [=PMD1=], Zero Isle West, and Zero Isle South in [=PMD2=]). Explorers of Sky essentially just decided to make the hardest dungeon possible by making it 99 floors, lower your level to level 1, does not allow you to bring in any items or money, prevents you from bringing any team members, and '''keeps traps hidden after you trigger them'''. Explorers of Sky adds a new infair trap that warps and gives all wild Pokémon on the floor the "Grudge" status, which results in all power points of the last move used being drained away if you kill them.
** The sequel, ''Pokémon Mystery Dungeon: Explorers of Time/Darkness'' also has [[BrutalBonusLevel Zero Island]], which is broken into four sections (North, East, South, and West)spanning over 50 floors each and a different ruleset for each one. Depending on the section you attempt, [[ThisIsGonnaSuck you won't get any EXP from fallen monsters, your inventory gets completely or partially wiped of items, and/or the level of all members of your squad is temporarily set back to 1. Oh, and you can't call for a rescue upon being defeated]]. Pokémon Mystery Dungeon: Explorers of Sky adds Zero Island Center, which is filed with monsters around levels 90-99.
** ''VideoGame/PokemonSuperMysteryDungeon'' goes Nintendo Hard far earlier on. Dramatically slowed leveling, the removal of checkpoint saves, an inability to grind in much of the game due to limited missions/story segments, and the fact that hold items have been ditched for the RNG emera system would have made it hard enough, but that enemies can now EVOLVE if they defeat your party members is just brutal. Combine that with the fact that appropriate level enemies can reliably 3-shot your team, and this is a recipe for disaster. And God help you if they happen to pick up a looplet with the Awakening emera on it...
*** Keep in mind, even with those challenges (and the fact that in those games, ContinuingIsPainful), the ''VideoGame/ShirenTheWanderer'' series (from the developers of the games above, mind you) makes these look like child's play in comparison. Mainly because dying saps all your levels as well as your items. Have fun.

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* The ''Mysterious Dungeon'' series in all but a handful of its iterations -- ''VideoGame/ShirenTheWanderer'', ''Torneko: The Last Hope'', ''VideoGame/PokemonMysteryDungeon'', ''VideoGame/ChocobosDungeon'', and quite a few others -- exemplify this entire trope to the max. The entire game is based on the premise of {{Roguelike}} dungeon exploration, with many of the same specifications, in particular that the hero has but one life. The catch: you also can't save levels, gear, items, power-ups, ''nothing''. If you should happen to die (and you will), you are forced to restart at a checkpoint with nothing but your fists and a moderately powerful healing item and Level 1 experience, usually with a dozen hit points. A single mistake can lead to rapid death, the dungeons are randomized and often "themed" (e.g. nothing but Scrolls, traps everywhere, constant damage due to heat), you must stay fed or the hero will die and quickly, monsters spawn infinitely, traps are hidden in the worst places, and the worst of it? When you finish a dungeon, you ''revert to Level 1 again'', and in some installments give up all your equipment, essentially starting from scratch. Some give you a leg up, like allowing you to take a few items in or store things so they don't get lost when you die, but not much else. The only exception to the rule is ''VideoGame/PokemonMysteryDungeon'', [[TropesAreNotBad which isn't necessarily a bad thing given it's a game marketed to kids]]... but as it's covered below, the post-games tend to ''more'' than make up for it.
** The worst of the lot is the second Mystery Dungeon game, the first ''Shiren The Wanderer'' on the Super Famicom. It had '''one''' checkpoint: a hut at the '''very beginning of the game'''. If you died at any point, you went all the way back there, and needed to slog through all the dungeons again to get back where you were, minus any XP or items. It's brain-breakingly difficult and often quite unfair.
** If you poke around Ustream you can often find Japanese players playing ''Jokenji Asuka Kenzan'', a sequel to ''Shiren'', only much more difficult. It's not uncommon to see it modified to insane levels, like "no weapons" or "1 HP per level".
** As mentioned above, the
postgame of each ''[[VideoGame/PokemonMysteryDungeon Pokemon Pokémon Mystery Dungeon]]'' game. After you finish the story mode, some of the {{Bonus Dungeon}}s that you can unlock are sadistic. Examples include: Western Cave and Silver Trench in Red and Blue Rescue team, two dungeons that have 99 floors, keep ruining your items with traps, and have strong Pokémon. To take it up a notch, there are 99 floor dungeons ''that lower your level to level 1'' (Wish Cave and Joyous Tower in [=PMD1=]). To make it even harder, there are 99 floor dungeons that lower your level to level 1, do not let you bring any money or items, and do not let you bring in any team members, essentially putting you in the mercy of the random number generator (Purity Forest in [=PMD1=], Zero Isle West, and Zero Isle South in [=PMD2=]). Explorers of Sky essentially just decided to make the hardest dungeon possible by making it 99 floors, lower your level to level 1, does not allow you to bring in any items or money, prevents you from bringing any team members, and '''keeps traps hidden after you trigger them'''. Explorers of Sky adds a new infair trap that warps and gives all wild Pokémon on the floor the "Grudge" status, which results in all power points of the last move used being drained away if you kill them.
** *** The sequel, ''Pokémon Mystery Dungeon: Explorers of Time/Darkness'' also has [[BrutalBonusLevel Zero Island]], which is broken into four sections (North, East, South, and West)spanning over 50 floors each and a different ruleset for each one. Depending on the section you attempt, [[ThisIsGonnaSuck you won't get any EXP from fallen monsters, your inventory gets completely or partially wiped of items, and/or the level of all members of your squad is temporarily set back to 1. Oh, and you can't call for a rescue upon being defeated]]. Pokémon Mystery Dungeon: Explorers of Sky adds Zero Island Center, which is filed with monsters around levels 90-99.
** *** ''VideoGame/PokemonSuperMysteryDungeon'' goes Nintendo Hard far earlier on. Dramatically slowed leveling, the removal of checkpoint saves, an inability to grind in much of the game due to limited missions/story segments, and the fact that hold items have been ditched for the RNG emera system would have made it hard enough, but that enemies can now EVOLVE if they defeat your party members is just brutal. Combine that with the fact that appropriate level enemies can reliably 3-shot your team, and this is a recipe for disaster. And God help you if they happen to pick up a looplet with the Awakening emera on it...
*** Keep in mind, even with those challenges (and the fact that in those games, ContinuingIsPainful), the above-mentioned ''VideoGame/ShirenTheWanderer'' series (from the developers of the games above, mind you) makes these look like child's play in comparison. Mainly because dying saps all your levels as well as your items. Have fun.

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The health cap is twelve hearts; the amount of content the game has has nothing to do with the difficulty. If it's supposed to be a comment on the difficulty (like some sort of "It's hard because it has a lot to learn and master"), it's not worded clearly enough.


* ''VideoGame/TheBindingOfIsaac'' is a roguelike twin-stick shooter with Zelda-esque dungeon exploration elements. While there's just enough [[GameBreaker Game Breaking]] pick-ups and combinations to keep it from going ''too'' far down this route, the game is still extremely tough if you don't manage to get one of them, with endgame bosses veering into straight-up BulletHell territory, and the rest of the game is infested with GoddamnBats and DemonicSpiders. ''[[UpdatedRerelease Rebirth]]'', while offering up more item synergies, allowing even formerly useless power-ups the chance to be part of a powerful item combination, also fixes the vanilla game's [[GoodBadBugs rather merciful slow-down issues]] and caps your HP at 10 hearts (where before there was no cap at all, at least for soul hearts, allowing you to hoard so many soul hearts the HUD couldn't keep track of them all.)
** Even with the difficulty, the amount of content present is astounding -- [[LetsPlay/NorthernLion Northernlion]] made a series over ''800'' episodes long, each episode being ~45 minutes. It's not uncommon to have thousands of hours sunk into the game.

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* ''VideoGame/TheBindingOfIsaac'' is a roguelike twin-stick shooter with Zelda-esque dungeon exploration elements. While there's just enough [[GameBreaker Game Breaking]] pick-ups and combinations to keep it from going ''too'' far down this route, the game is still extremely tough if you don't manage to get one of them, with endgame bosses veering into straight-up BulletHell territory, and the rest of the game is infested with GoddamnBats and DemonicSpiders. ''[[UpdatedRerelease Rebirth]]'', while offering up more item synergies, allowing even formerly useless power-ups the chance to be part of a powerful item combination, also fixes the vanilla game's [[GoodBadBugs rather merciful slow-down issues]] and caps your HP at 10 12 hearts (where before there was no cap at all, at least for soul hearts, allowing you to hoard so many soul hearts the HUD couldn't keep track of them all.)
** Even with the difficulty, the amount of content present is astounding -- [[LetsPlay/NorthernLion Northernlion]] made a series over ''800'' episodes long, each episode being ~45 minutes. It's not uncommon to have thousands of hours sunk into the game.
)
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* ''VideoGame/{{Hades}}'' is ''stupidly'' difficult. The main object is the reach the surface by fighting through dozens of Underworld chambers across the realms of Tartarus, Asphodel, Elysium, and finally the Temple of Styx. When do finally make it to the surface, you'll soon die anyway for story reasons and respawn back at the House of Hades. And just so the player doesn't get too comfortable, each realm features enemies more difficult than the last. You have to escape the Underworld multiple times to finally make the credits roll.

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* ''VideoGame/{{Hades}}'' is ''stupidly'' difficult. The main object objective is the reach the surface by fighting through dozens of Underworld chambers across the realms of Tartarus, Asphodel, Elysium, and finally the Temple of Styx. When do finally make it to the surface, you'll soon die anyway for story reasons and respawn back at the House of Hades. And just so the player doesn't get too comfortable, each realm features enemies more difficult than the last. You have to escape the Underworld multiple times to finally make the credits roll.
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None


* ''VideoGame/{{Hades}}'' is ''stupidly'' difficult. The main object is the reach the surface by fighting through dozens of Underworld chambers across the realms of Tartarus, Asphodel, Elysium, and finally the Temple of Styx. When do finally make it to the surface, you'll soon die anyone because for story reasons and respawn back at the House of Hades. And just so the player doesn't get too comfortable, each realm features enemies more difficult than the last. You have to escape the Underworld multiple times to finally make the credits roll.

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* ''VideoGame/{{Hades}}'' is ''stupidly'' difficult. The main object is the reach the surface by fighting through dozens of Underworld chambers across the realms of Tartarus, Asphodel, Elysium, and finally the Temple of Styx. When do finally make it to the surface, you'll soon die anyone because anyway for story reasons and respawn back at the House of Hades. And just so the player doesn't get too comfortable, each realm features enemies more difficult than the last. You have to escape the Underworld multiple times to finally make the credits roll.

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* Is ''[=NetHack=]'' too easy for you? Then it's time to play ''[[VideoGame/AncientDomainsOfMystery ADOM]]''. Yup, it's a roguelike with a world map. Which means that there are multiple randomly-generated death trap dungeons for you to perish in. It's not uncommon for gamers to play a month or two before even getting to the main dungeon. And unlike ''[=NetHack=]'', it only gets harder as you play. (If it takes a year before the average first win in ''[=NetHack=]'', it takes about 5 years for ''ADOM''. And let's not even mention the ultra endings...)



* Is ''[=NetHack=]'' too easy for you? Then it's time to play ''[[VideoGame/AncientDomainsOfMystery ADOM]]''. Yup, it's a roguelike with a world map. Which means that there are multiple randomly-generated death trap dungeons for you to perish in. It's not uncommon for gamers to play a month or two before even getting to the main dungeon. And unlike ''[=NetHack=]'', it only gets harder as you play. (If it takes a year before the average first win in ''[=NetHack=]'', it takes about 5 years for ''ADOM''. And let's not even mention the ultra endings...)


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* ''VideoGame/{{Hades}}'' is ''stupidly'' difficult. The main object is the reach the surface by fighting through dozens of Underworld chambers across the realms of Tartarus, Asphodel, Elysium, and finally the Temple of Styx. When do finally make it to the surface, you'll soon die anyone because for story reasons and respawn back at the House of Hades. And just so the player doesn't get too comfortable, each realm features enemies more difficult than the last. You have to escape the Underworld multiple times to finally make the credits roll.
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Final Death was disambiguated. Moving example to Permadeath.


->''[[FinalDeath You]] [[YetAnotherStupidDeath die...]] \\

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->''[[FinalDeath ->''[[{{Permadeath}} You]] [[YetAnotherStupidDeath die...]] \\

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%% This page has been alphabetized. Please add new examples in the correct order. Thanks!
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** Even with the difficulty, the amount of content present is astounding - [[LetsPlay/NorthernLion Northernlion]] made a series over ''800'' episodes long, each episode being ~45 minutes. It's not uncommon to have thousands of hours sunk into the game.
* ''VideoGame/DungeonCrawl'' is known for being a roguelike that tries to play fair - there are very few '[[PoisonMushroom trap items]]', the interface is designed to be simple and easy to use, examining an enemy will give you a rough description of their abilities and a rudimentary 'threat level' assessment, there's no item destruction, and the game lacks the absurd CombinatorialExplosion that most other roguelikes possess. That being said, it also gets rid of a lot of tricks that most roguelikes have to trivialize the game. There are no healing spells, and your strongest healing potion will heal ''maybe'' 30 HP. There is no amulet of life saving, and the closest thing you get to wishing is the scroll of acquirement, which is largely random. Resources are heavily limited, including potions, scrolls, wand charges, and even ''experience''. LevelGrinding doesn't work; if you hang out on a level too long, the spawn rate dials down to nothing and the game starts throwing disproportionately strong monsters at you. In short, the game is rooting for you, but it's still going to kill you - and then your ghost will kill you again.

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** Even with the difficulty, the amount of content present is astounding - -- [[LetsPlay/NorthernLion Northernlion]] made a series over ''800'' episodes long, each episode being ~45 minutes. It's not uncommon to have thousands of hours sunk into the game.
* ''VideoGame/DungeonCrawl'' is known for being a roguelike that tries to play fair - -- there are very few '[[PoisonMushroom trap items]]', the interface is designed to be simple and easy to use, examining an enemy will give you a rough description of their abilities and a rudimentary 'threat level' assessment, there's no item destruction, and the game lacks the absurd CombinatorialExplosion that most other roguelikes possess. That being said, it also gets rid of a lot of tricks that most roguelikes have to trivialize the game. There are no healing spells, and your strongest healing potion will heal ''maybe'' 30 HP. There is no amulet of life saving, and the closest thing you get to wishing is the scroll of acquirement, which is largely random. Resources are heavily limited, including potions, scrolls, wand charges, and even ''experience''. LevelGrinding doesn't work; if you hang out on a level too long, the spawn rate dials down to nothing and the game starts throwing disproportionately strong monsters at you. In short, the game is rooting for you, but it's still going to kill you - -- and then your ghost will kill you again.



* Part of the difficulty in ''VideoGame/NetHack'' is caused by the sheer randomness of the game with limited efforts to balance. There was one player who died without ever taking a turn - all because the game generated a random monster in line of sight of them at the start of the game, then randomly generated a wand in the possession of the monster, and randomly selected that wand to be a wand of death.

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* Part of the difficulty in ''VideoGame/NetHack'' is caused by the sheer randomness of the game with limited efforts to balance. There was one player who died without ever taking a turn - -- all because the game generated a random monster in line of sight of them at the start of the game, then randomly generated a wand in the possession of the monster, and randomly selected that wand to be a wand of death.
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Zero Isle East has only 40 floors


* The postgame of each ''[[VideoGame/PokemonMysteryDungeon Pokemon Mystery Dungeon]]'' game. After you finish the story mode, some of the {{Bonus Dungeon}}s that you can unlock are sadistic. Examples include: Western Cave and Silver Trench in Red and Blue Rescue team, two dungeons that have 99 floors, keep ruining your items with traps, and have strong Pokémon. To take it up a notch, there are 99 floor dungeons ''that lower your level to level 1'' (Wish Cave and Joyous Tower in [=PMD1=] and Zero Isle East in [=PMD2=]). To make it even harder, there are 99 floor dungeons that lower your level to level 1, do not let you bring any money or items, and do not let you bring in any team members, essentially putting you in the mercy of the random number generator (Purity Forest in [=PMD1=], Zero Isle West, and Zero Isle South in [=PMD2=]). Explorers of Sky essentially just decided to make the hardest dungeon possible by making it 99 floors, lower your level to level 1, does not allow you to bring in any items or money, prevents you from bringing any team members, and '''keeps traps hidden after you trigger them'''. Explorers of Sky adds a new infair trap that warps and gives all wild Pokémon on the floor the "Grudge" status, which results in all power points of the last move used being drained away if you kill them.

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* The postgame of each ''[[VideoGame/PokemonMysteryDungeon Pokemon Mystery Dungeon]]'' game. After you finish the story mode, some of the {{Bonus Dungeon}}s that you can unlock are sadistic. Examples include: Western Cave and Silver Trench in Red and Blue Rescue team, two dungeons that have 99 floors, keep ruining your items with traps, and have strong Pokémon. To take it up a notch, there are 99 floor dungeons ''that lower your level to level 1'' (Wish Cave and Joyous Tower in [=PMD1=] and Zero Isle East in [=PMD2=]).[=PMD1=]). To make it even harder, there are 99 floor dungeons that lower your level to level 1, do not let you bring any money or items, and do not let you bring in any team members, essentially putting you in the mercy of the random number generator (Purity Forest in [=PMD1=], Zero Isle West, and Zero Isle South in [=PMD2=]). Explorers of Sky essentially just decided to make the hardest dungeon possible by making it 99 floors, lower your level to level 1, does not allow you to bring in any items or money, prevents you from bringing any team members, and '''keeps traps hidden after you trigger them'''. Explorers of Sky adds a new infair trap that warps and gives all wild Pokémon on the floor the "Grudge" status, which results in all power points of the last move used being drained away if you kill them.

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Examples sorted


* Part of the difficulty in ''VideoGame/NetHack'' is caused by the sheer randomness of the game with limited efforts to balance. There was one player who died without ever taking a turn - all because the game generated a random monster in line of sight of them at the start of the game, then randomly generated a wand in the possession of the monster, and randomly selected that wand to be a wand of death.
** ''VideoGame/SlashEM'' is another variant that takes ''[=NetHack=]'' and ups the ante. "''[=NetHack=]'' doesn't care if you live or die. Slash'EM wants you dead."
** It's also possible to have Grayswandir (a lawfully aligned artifact sword) generated on the stairs you start the game on. Combine automatically picking up items (the default setting) and it zapping non-lawfuls who pick it up, and it's possible to die before you get a single turn. It's also one of the rarest and most powerful weapons in the game, making it even more frustrating, since now you're dead and won't get to use it.
* Is ''[=NetHack=]'' too easy for you? Then it's time to play ''[[VideoGame/AncientDomainsOfMystery ADOM]]''. Yup, it's a roguelike with a world map. Which means that there are multiple randomly-generated death trap dungeons for you to perish in. It's not uncommon for gamers to play a month or two before even getting to the main dungeon. And unlike ''[=NetHack=]'', it only gets harder as you play. (If it takes a year before the average first win in ''[=NetHack=]'', it takes about 5 years for ''ADOM''. And let's not even mention the ultra endings...)
* The worst Roguelike of all is probably ''VideoGame/IterVehemensAdNecem'' (usually called IVAN). Its name translates from Latin as "A Violent Road To Death." It's intended to be effectively {{Unwinnable}}, although some players have managed to win anyway. [[GoodBadBugs This is a bug and will be fixed in the next release.]]

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* Part of ''VideoGame/TheBindingOfIsaac'' is a roguelike twin-stick shooter with Zelda-esque dungeon exploration elements. While there's just enough [[GameBreaker Game Breaking]] pick-ups and combinations to keep it from going ''too'' far down this route, the difficulty in ''VideoGame/NetHack'' game is caused by still extremely tough if you don't manage to get one of them, with endgame bosses veering into straight-up BulletHell territory, and the sheer randomness rest of the game is infested with limited efforts to balance. There was one player who died without ever taking a turn - all because GoddamnBats and DemonicSpiders. ''[[UpdatedRerelease Rebirth]]'', while offering up more item synergies, allowing even formerly useless power-ups the game generated a random monster in line of sight of them at the start of the game, then randomly generated a wand in the possession of the monster, and randomly selected that wand chance to be a wand part of death.
** ''VideoGame/SlashEM'' is another variant that takes ''[=NetHack=]'' and ups the ante. "''[=NetHack=]'' doesn't care if you live or die. Slash'EM wants you dead."
** It's also possible to have Grayswandir (a lawfully aligned artifact sword) generated on the stairs you start the game on. Combine automatically picking up items (the default setting) and it zapping non-lawfuls who pick it up, and it's possible to die before you get
a single turn. It's also one of the rarest and most powerful weapons in item combination, also fixes the game, making it even more frustrating, since now you're dead vanilla game's [[GoodBadBugs rather merciful slow-down issues]] and won't get to use it.
* Is ''[=NetHack=]'' too easy for you? Then it's time to play ''[[VideoGame/AncientDomainsOfMystery ADOM]]''. Yup, it's a roguelike with a world map. Which means that
caps your HP at 10 hearts (where before there are multiple randomly-generated death trap dungeons was no cap at all, at least for soul hearts, allowing you to perish in. It's not uncommon for gamers to play a month or two before even getting to hoard so many soul hearts the main dungeon. And unlike ''[=NetHack=]'', it only gets harder as you play. (If it takes a year before the average first win in ''[=NetHack=]'', it takes about 5 years for ''ADOM''. And let's not even mention the ultra endings...HUD couldn't keep track of them all.)
* The worst Roguelike ** Even with the difficulty, the amount of all content present is probably ''VideoGame/IterVehemensAdNecem'' (usually called IVAN). Its name translates from Latin as "A Violent Road To Death." astounding - [[LetsPlay/NorthernLion Northernlion]] made a series over ''800'' episodes long, each episode being ~45 minutes. It's intended not uncommon to have thousands of hours sunk into the game.
* ''VideoGame/DungeonCrawl'' is known for being a roguelike that tries to play fair - there are very few '[[PoisonMushroom trap items]]', the interface is designed
to be effectively {{Unwinnable}}, although some players simple and easy to use, examining an enemy will give you a rough description of their abilities and a rudimentary 'threat level' assessment, there's no item destruction, and the game lacks the absurd CombinatorialExplosion that most other roguelikes possess. That being said, it also gets rid of a lot of tricks that most roguelikes have managed to win anyway. [[GoodBadBugs This is a bug trivialize the game. There are no healing spells, and your strongest healing potion will be fixed in heal ''maybe'' 30 HP. There is no amulet of life saving, and the next release.]]closest thing you get to wishing is the scroll of acquirement, which is largely random. Resources are heavily limited, including potions, scrolls, wand charges, and even ''experience''. LevelGrinding doesn't work; if you hang out on a level too long, the spawn rate dials down to nothing and the game starts throwing disproportionately strong monsters at you. In short, the game is rooting for you, but it's still going to kill you - and then your ghost will kill you again.



* The postgame of each ''[[VideoGame/PokemonMysteryDungeon Pokemon Mystery Dungeon]]'' game. After you finish the story mode, some of the {{Bonus Dungeon}}s that you can unlock are sadistic. Examples include: Western Cave and Silver Trench in Red and Blue Rescue team, two dungeons that have 99 floors, keep ruining your items with traps, and have strong Pokémon. To take it up a notch, there are 99 floor dungeons ''that lower your level to level 1'' (Wish Cave and Joyous Tower in [=PMD1=] and Zero Isle East in [=PMD2=]). To make it even harder, there are 99 floor dungeons that lower your level to level 1, do not let you bring any money or items, and do not let you bring in any team members, essentially putting you in the mercy of the random number generator (Purity Forest in [=PMD1=], Zero Isle West, and Zero Isle South in [=PMD2=]). Explorers of Sky essentially just decided to make the hardest dungeon possible by making it 99 floors, lower your level to level 1, does not allow you to bring in any items or money, prevents you from bringing any team members, and '''keeps traps hidden after you trigger them'''. Explorers of Sky adds a new infair trap that warps and gives all wild Pokémon on the floor the "Grudge" status, which results in all power points of the last move used being drained away if you kill them.
** The sequel, ''Pokémon Mystery Dungeon: Explorers of Time/Darkness'' also has [[BrutalBonusLevel Zero Island]], which is broken into four sections (North, East, South, and West)spanning over 50 floors each and a different ruleset for each one. Depending on the section you attempt, [[ThisIsGonnaSuck you won't get any EXP from fallen monsters, your inventory gets completely or partially wiped of items, and/or the level of all members of your squad is temporarily set back to 1. Oh, and you can't call for a rescue upon being defeated]]. Pokémon Mystery Dungeon: Explorers of Sky adds Zero Island Center, which is filed with monsters around levels 90-99.
** ''VideoGame/PokemonSuperMysteryDungeon'' goes Nintendo Hard far earlier on. Dramatically slowed leveling, the removal of checkpoint saves, an inability to grind in much of the game due to limited missions/story segments, and the fact that hold items have been ditched for the RNG emera system would have made it hard enough, but that enemies can now EVOLVE if they defeat your party members is just brutal. Combine that with the fact that appropriate level enemies can reliably 3-shot your team, and this is a recipe for disaster. And God help you if they happen to pick up a looplet with the Awakening emera on it...
*** Keep in mind, even with those challenges (and the fact that in those games, ContinuingIsPainful), the ''VideoGame/ShirenTheWanderer'' series (from the developers of the games above, mind you) makes these look like child's play in comparison. Mainly because dying saps all your levels as well as your items. Have fun.

to:

* The postgame of each ''[[VideoGame/PokemonMysteryDungeon Pokemon Mystery Dungeon]]'' game. After you finish the story mode, some of the {{Bonus Dungeon}}s Is ''[=NetHack=]'' too easy for you? Then it's time to play ''[[VideoGame/AncientDomainsOfMystery ADOM]]''. Yup, it's a roguelike with a world map. Which means that you can unlock are sadistic. Examples include: Western Cave and Silver Trench in Red and Blue Rescue team, two dungeons that have 99 floors, keep ruining your items with traps, and have strong Pokémon. To take it up a notch, there are 99 floor multiple randomly-generated death trap dungeons ''that lower your level to level 1'' (Wish Cave and Joyous Tower in [=PMD1=] and Zero Isle East in [=PMD2=]). To make it even harder, there are 99 floor dungeons that lower your level to level 1, do not let you bring any money or items, and do not let you bring in any team members, essentially putting you in the mercy of the random number generator (Purity Forest in [=PMD1=], Zero Isle West, and Zero Isle South in [=PMD2=]). Explorers of Sky essentially just decided to make the hardest dungeon possible by making it 99 floors, lower your level to level 1, does not allow for you to bring in any items perish in. It's not uncommon for gamers to play a month or money, prevents you from bringing any team members, and '''keeps traps hidden after you trigger them'''. Explorers of Sky adds a new infair trap that warps and gives all wild Pokémon on two before even getting to the floor the "Grudge" status, which results in all power points of the last move used being drained away if you kill them.
** The sequel, ''Pokémon Mystery Dungeon: Explorers of Time/Darkness'' also has [[BrutalBonusLevel Zero Island]], which is broken into four sections (North, East, South, and West)spanning over 50 floors each and a different ruleset for each one. Depending on the section you attempt, [[ThisIsGonnaSuck you won't get any EXP from fallen monsters, your inventory
main dungeon. And unlike ''[=NetHack=]'', it only gets completely or partially wiped of items, and/or harder as you play. (If it takes a year before the level of all members of your squad is temporarily set back to 1. Oh, and you can't call average first win in ''[=NetHack=]'', it takes about 5 years for a rescue upon being defeated]]. Pokémon Mystery Dungeon: Explorers of Sky adds Zero Island Center, which is filed with monsters around levels 90-99.
** ''VideoGame/PokemonSuperMysteryDungeon'' goes Nintendo Hard far earlier on. Dramatically slowed leveling, the removal of checkpoint saves, an inability to grind in much of the game due to limited missions/story segments, and the fact that hold items have been ditched for the RNG emera system would have made it hard enough, but that enemies can now EVOLVE if they defeat your party members is just brutal. Combine that with the fact that appropriate level enemies can reliably 3-shot your team, and this is a recipe for disaster.
''ADOM''. And God help you if they happen to pick up a looplet with the Awakening emera on it...
*** Keep in mind,
let's not even with those challenges (and mention the fact that in those games, ContinuingIsPainful), the ''VideoGame/ShirenTheWanderer'' series (from the developers of the games above, mind you) makes these look like child's play in comparison. Mainly because dying saps all your levels as well as your items. Have fun.ultra endings...)



* The worst Roguelike of all is probably ''VideoGame/IterVehemensAdNecem'' (usually called IVAN). Its name translates from Latin as "A Violent Road To Death." It's intended to be effectively {{Unwinnable}}, although some players have managed to win anyway. [[GoodBadBugs This is a bug and will be fixed in the next release.]]
* Part of the difficulty in ''VideoGame/NetHack'' is caused by the sheer randomness of the game with limited efforts to balance. There was one player who died without ever taking a turn - all because the game generated a random monster in line of sight of them at the start of the game, then randomly generated a wand in the possession of the monster, and randomly selected that wand to be a wand of death.
** ''VideoGame/SlashEM'' is another variant that takes ''[=NetHack=]'' and ups the ante. "''[=NetHack=]'' doesn't care if you live or die. Slash'EM wants you dead."
** It's also possible to have Grayswandir (a lawfully aligned artifact sword) generated on the stairs you start the game on. Combine automatically picking up items (the default setting) and it zapping non-lawfuls who pick it up, and it's possible to die before you get a single turn. It's also one of the rarest and most powerful weapons in the game, making it even more frustrating, since now you're dead and won't get to use it.
* The postgame of each ''[[VideoGame/PokemonMysteryDungeon Pokemon Mystery Dungeon]]'' game. After you finish the story mode, some of the {{Bonus Dungeon}}s that you can unlock are sadistic. Examples include: Western Cave and Silver Trench in Red and Blue Rescue team, two dungeons that have 99 floors, keep ruining your items with traps, and have strong Pokémon. To take it up a notch, there are 99 floor dungeons ''that lower your level to level 1'' (Wish Cave and Joyous Tower in [=PMD1=] and Zero Isle East in [=PMD2=]). To make it even harder, there are 99 floor dungeons that lower your level to level 1, do not let you bring any money or items, and do not let you bring in any team members, essentially putting you in the mercy of the random number generator (Purity Forest in [=PMD1=], Zero Isle West, and Zero Isle South in [=PMD2=]). Explorers of Sky essentially just decided to make the hardest dungeon possible by making it 99 floors, lower your level to level 1, does not allow you to bring in any items or money, prevents you from bringing any team members, and '''keeps traps hidden after you trigger them'''. Explorers of Sky adds a new infair trap that warps and gives all wild Pokémon on the floor the "Grudge" status, which results in all power points of the last move used being drained away if you kill them.
** The sequel, ''Pokémon Mystery Dungeon: Explorers of Time/Darkness'' also has [[BrutalBonusLevel Zero Island]], which is broken into four sections (North, East, South, and West)spanning over 50 floors each and a different ruleset for each one. Depending on the section you attempt, [[ThisIsGonnaSuck you won't get any EXP from fallen monsters, your inventory gets completely or partially wiped of items, and/or the level of all members of your squad is temporarily set back to 1. Oh, and you can't call for a rescue upon being defeated]]. Pokémon Mystery Dungeon: Explorers of Sky adds Zero Island Center, which is filed with monsters around levels 90-99.
** ''VideoGame/PokemonSuperMysteryDungeon'' goes Nintendo Hard far earlier on. Dramatically slowed leveling, the removal of checkpoint saves, an inability to grind in much of the game due to limited missions/story segments, and the fact that hold items have been ditched for the RNG emera system would have made it hard enough, but that enemies can now EVOLVE if they defeat your party members is just brutal. Combine that with the fact that appropriate level enemies can reliably 3-shot your team, and this is a recipe for disaster. And God help you if they happen to pick up a looplet with the Awakening emera on it...
*** Keep in mind, even with those challenges (and the fact that in those games, ContinuingIsPainful), the ''VideoGame/ShirenTheWanderer'' series (from the developers of the games above, mind you) makes these look like child's play in comparison. Mainly because dying saps all your levels as well as your items. Have fun.



* ''VideoGame/TheBindingOfIsaac'' is a roguelike twin-stick shooter with Zelda-esque dungeon exploration elements. While there's just enough [[GameBreaker Game Breaking]] pick-ups and combinations to keep it from going ''too'' far down this route, the game is still extremely tough if you don't manage to get one of them, with endgame bosses veering into staight-up BulletHell territory, and the rest of the game is infested with GoddamnBats and DemonicSpiders. ''[[UpdatedRerelease Rebirth]]'', while offering up more item synergies, allowing even formerly useless power-ups the chance to be part of a powerful item combination, also fixes the vanilla game's [[GoodBadBugs rather merciful slow-down issues]] and caps your HP at 10 hearts (where before there was no cap at all, at least for soul hearts, allowing you to hoard so many soul hearts the HUD couldn't keep track of them all.)
** Even with the difficulty, the amount of content present is astounding - [[LetsPlay/NorthernLion Northernlion]] made a series over ''800'' episodes long, each episode being ~45 minutes. It's not uncommon to have thousands of hours sunk into the game.
* ''VideoGame/DungeonCrawl'' is known for being a roguelike that tries to play fair - there are very few '[[PoisonMushroom trap items]]', the interface is designed to be simple and easy to use, examining an enemy will give you a rough description of their abilities and a rudimentary 'threat level' assessment, there's no item destruction, and the game lacks the absurd CombinatorialExplosion that most other roguelikes possess. That being said, it also gets rid of a lot of tricks that most roguelikes have to trivialize the game. There are no healing spells, and your strongest healing potion will heal ''maybe'' 30 HP. There is no amulet of life saving, and the closest thing you get to wishing is the scroll of acquirement, which is largely random. Resources are heavily limited, including potions, scrolls, wand charges, and even ''experience''. LevelGrinding doesn't work; if you hang out on a level too long, the spawn rate dials down to nothing and the game starts throwing disproportionately strong monsters at you. In short, the game is rooting for you, but it's still going to kill you - and then your ghost will kill you again.
* ''VideoGame/TwentyXX'' is a roguelike platformer styled after the ''VideoGame/MegaManX'' series, and while the early game can be a cakewalk if you're used to the MMX series, even the most broken power-ups can't save you from the sheer PlatformHell that the game eventually turns into once it takes off the kid's gloves.

to:

* ''VideoGame/TheBindingOfIsaac'' is a roguelike twin-stick shooter with Zelda-esque dungeon exploration elements. While there's just enough [[GameBreaker Game Breaking]] pick-ups and combinations to keep it from going ''too'' far down this route, the game is still extremely tough if you don't manage to get one of them, with endgame bosses veering into staight-up BulletHell territory, and the rest of the game is infested with GoddamnBats and DemonicSpiders. ''[[UpdatedRerelease Rebirth]]'', while offering up more item synergies, allowing even formerly useless power-ups the chance to be part of a powerful item combination, also fixes the vanilla game's [[GoodBadBugs rather merciful slow-down issues]] and caps your HP at 10 hearts (where before there was no cap at all, at least for soul hearts, allowing you to hoard so many soul hearts the HUD couldn't keep track of them all.)
** Even with the difficulty, the amount of content present is astounding - [[LetsPlay/NorthernLion Northernlion]] made a series over ''800'' episodes long, each episode being ~45 minutes. It's not uncommon to have thousands of hours sunk into the game.
* ''VideoGame/DungeonCrawl'' is known for being a roguelike that tries to play fair - there are very few '[[PoisonMushroom trap items]]', the interface is designed to be simple and easy to use, examining an enemy will give you a rough description of their abilities and a rudimentary 'threat level' assessment, there's no item destruction, and the game lacks the absurd CombinatorialExplosion that most other roguelikes possess. That being said, it also gets rid of a lot of tricks that most roguelikes have to trivialize the game. There are no healing spells, and your strongest healing potion will heal ''maybe'' 30 HP. There is no amulet of life saving, and the closest thing you get to wishing is the scroll of acquirement, which is largely random. Resources are heavily limited, including potions, scrolls, wand charges, and even ''experience''. LevelGrinding doesn't work; if you hang out on a level too long, the spawn rate dials down to nothing and the game starts throwing disproportionately strong monsters at you. In short, the game is rooting for you, but it's still going to kill you - and then your ghost will kill you again.
* ''VideoGame/TwentyXX'' is a roguelike platformer styled after the ''VideoGame/MegaManX'' series, and while the early game can be a cakewalk if you're used to the MMX series, even the most broken power-ups can't save you from the sheer PlatformHell that the game eventually turns into once it takes off the kid's gloves.gloves.
----

Changed: 87

Removed: 90

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None


** ''VideoGame/PokemonSuperMysteryDungeon'' goes Nintendo Hard far earlier on. Dramatically slowed leveling, the removal of checkpoint saves, an inability to grind in much of the game due to limited missions/story segments, and the fact that hold items have been ditched for the RNG emera system would have made it hard enough, but that enemies can now EVOLVE if they defeat your party members is just brutal. Combine that with the fact that appropriate level enemies can reliably 3-shot your team, and this is a recipe for disaster.
*** And God help you if they happen to pick up a looplet with the Awakening emera on it...

to:

** ''VideoGame/PokemonSuperMysteryDungeon'' goes Nintendo Hard far earlier on. Dramatically slowed leveling, the removal of checkpoint saves, an inability to grind in much of the game due to limited missions/story segments, and the fact that hold items have been ditched for the RNG emera system would have made it hard enough, but that enemies can now EVOLVE if they defeat your party members is just brutal. Combine that with the fact that appropriate level enemies can reliably 3-shot your team, and this is a recipe for disaster.
***
disaster. And God help you if they happen to pick up a looplet with the Awakening emera on it...
Is there an issue? Send a MessageReason:
None


** It's also possible to have Grayswandir (a lawfully aligned artifact sword) generated on the stairs you start the game on. Combine automatically picking up items (the default setting) and it zapping non-lawfuls who pick it up, and it's possible to die before you get a single turn.

to:

** It's also possible to have Grayswandir (a lawfully aligned artifact sword) generated on the stairs you start the game on. Combine automatically picking up items (the default setting) and it zapping non-lawfuls who pick it up, and it's possible to die before you get a single turn. It's also one of the rarest and most powerful weapons in the game, making it even more frustrating, since now you're dead and won't get to use it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** It's also possible to have Grayswandir (a lawfully aligned artifact sword) generated on the stairs you start the game on. Combine automatically picking up items (the default setting) and it zapping non-lawfuls who pick it up, and it's possible to die before you get a single turn.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/FTLFasterThanLight''? More like ''FTL: For The Lose''. It is, in short, Franchise/StarTrek: The Rogue Like. Even on ''easy'' it's still extremely difficult, with luck playing a heavy role. Run into a ship you're not well prepared to face? At best, you can expect to take hefty damage before you can escape. At worst, it's possible to die in the first sector.

to:

* ''VideoGame/FTLFasterThanLight''? More like ''FTL: For The Lose''. It is, in short, Franchise/StarTrek: The Rogue Like. Even on ''easy'' it's still extremely difficult, with luck playing a heavy role. Run into a ship you're not well prepared to face? At best, you can expect to take hefty damage before you can escape. At worst, it's possible to die in the first sector. And every run ends in a final, three-stage confrontation with [[ThatOneBoss the Rebel flagship]]; even for a FinalBoss it's a ''massive'' DifficultySpike over anything else the game could have already conceivably thrown at you.
Is there an issue? Send a MessageReason:
Linked to Good Bad Bugs


* The worst Roguelike of all is probably ''VideoGame/IterVehemensAdNecem'' (usually called IVAN). Its name translates from Latin as "A Violent Road To Death." It's intended to be effectively {{Unwinnable}}, although some players have managed to win anyway. This is a bug and will be fixed in the next release.

to:

* The worst Roguelike of all is probably ''VideoGame/IterVehemensAdNecem'' (usually called IVAN). Its name translates from Latin as "A Violent Road To Death." It's intended to be effectively {{Unwinnable}}, although some players have managed to win anyway. [[GoodBadBugs This is a bug and will be fixed in the next release.]]
Is there an issue? Send a MessageReason:
None


* ''VideoGame/DungeonCrawl'' is known for being a roguelike that tries to play fair - there are very few '[[PoisonMushroom trap items]]', the interface is designed to be simple and easy to use, examining an enemy will give you a rough description of their abilities and a rudimentary 'threat level' assessment, there's no item destruction, and the game lacks the absurd CombinatorialExplosion that most other roguelikes possess. That being said, it also gets rid of a lot of tricks that most roguelikes have to trivialize the game. There are no healing spells, and your strongest healing potion will heal ''maybe'' 30 HP. There is no amulet of life saving, and the closest thing you get to wishing is the scroll of acquirement, which is largely random. Resources are heavily limited, including potions, scrolls, wand charges, and even ''experience''. LevelGrinding doesn't work; if you hang out on a level too long, the spawn rate dials down to nothing and the game starts throwing disproportionately strong monsters at you. In short, the game is rooting for you, but it's still going to kill you - and then your ghost will kill you again.

to:

* ''VideoGame/DungeonCrawl'' is known for being a roguelike that tries to play fair - there are very few '[[PoisonMushroom trap items]]', the interface is designed to be simple and easy to use, examining an enemy will give you a rough description of their abilities and a rudimentary 'threat level' assessment, there's no item destruction, and the game lacks the absurd CombinatorialExplosion that most other roguelikes possess. That being said, it also gets rid of a lot of tricks that most roguelikes have to trivialize the game. There are no healing spells, and your strongest healing potion will heal ''maybe'' 30 HP. There is no amulet of life saving, and the closest thing you get to wishing is the scroll of acquirement, which is largely random. Resources are heavily limited, including potions, scrolls, wand charges, and even ''experience''. LevelGrinding doesn't work; if you hang out on a level too long, the spawn rate dials down to nothing and the game starts throwing disproportionately strong monsters at you. In short, the game is rooting for you, but it's still going to kill you - and then your ghost will kill you again.again.
* ''VideoGame/TwentyXX'' is a roguelike platformer styled after the ''VideoGame/MegaManX'' series, and while the early game can be a cakewalk if you're used to the MMX series, even the most broken power-ups can't save you from the sheer PlatformHell that the game eventually turns into once it takes off the kid's gloves.
Is there an issue? Send a MessageReason:
None


* The postgame of each ''[[VideoGame/PokemonMysteryDungeon Pokemon Mystery Dungeon]]'' game. After you finish the story mode, some of the {{BonusDungeon}}s that you can unlock are sadistic. Examples include: Western Cave and Silver Trench in Red and Blue Rescue team, two dungeons that have 99 floors, keep ruining your items with traps, and have strong Pokémon. To take it up a notch, there are 99 floor dungeons ''that lower your level to level 1'' (Wish Cave and Joyous Tower in [=PMD1=] and Zero Isle East in [=PMD2=]). To make it even harder, there are 99 floor dungeons that lower your level to level 1, do not let you bring any money or items, and do not let you bring in any team members, essentially putting you in the mercy of the random number generator (Purity Forest in [=PMD1=], Zero Isle West, and Zero Isle South in [=PMD2=]). Explorers of Sky essentially just decided to make the hardest dungeon possible by making it 99 floors, lower your level to level 1, does not allow you to bring in any items or money, prevents you from bringing any team members, and '''keeps traps hidden after you trigger them'''. Explorers of Sky adds a new infair trap that warps and gives all wild Pokémon on the floor the "Grudge" status, which results in all power points of the last move used being drained away if you kill them.
** The sequel, Pokémon Mystery Dungeon: Explorers of Time/Darkness also has [[BrutalBonusLevel Zero Island]], which is broken into four sections (North, East, South and West)spanning over 50 floors each and a different ruleset for each one. Depending on the section you attempt, [[ThisIsGonnaSuck you wont get any EXP from fallen monsters, your inventory gets completely or partially wiped of items, and/or the level of all members of your squad is temporarily set back to 1. Oh, and you can't call for a rescue upon being defeated]]. Pokémon Mystery Dungeon: Explorers of Sky adds Zero Island Center, which is filed with monsters around levels 90-99.
** VideoGame/PokemonSuperMysteryDungeon goes Nintendo Hard far earlier on. Dramatically slowed leveling, the removal of checkpoint saves, an inability to grind in much of the game due to limited missions/story segments, and the fact that hold items have been ditched for the RNG emera system would have made it hard enough, but that enemies can now EVOLVE if they defeat your party members is just brutal. Combine that with the fact that appropriate level enemies can reliably 3 shot your team, and this is a recipe for disaster.

to:

* The postgame of each ''[[VideoGame/PokemonMysteryDungeon Pokemon Mystery Dungeon]]'' game. After you finish the story mode, some of the {{BonusDungeon}}s {{Bonus Dungeon}}s that you can unlock are sadistic. Examples include: Western Cave and Silver Trench in Red and Blue Rescue team, two dungeons that have 99 floors, keep ruining your items with traps, and have strong Pokémon. To take it up a notch, there are 99 floor dungeons ''that lower your level to level 1'' (Wish Cave and Joyous Tower in [=PMD1=] and Zero Isle East in [=PMD2=]). To make it even harder, there are 99 floor dungeons that lower your level to level 1, do not let you bring any money or items, and do not let you bring in any team members, essentially putting you in the mercy of the random number generator (Purity Forest in [=PMD1=], Zero Isle West, and Zero Isle South in [=PMD2=]). Explorers of Sky essentially just decided to make the hardest dungeon possible by making it 99 floors, lower your level to level 1, does not allow you to bring in any items or money, prevents you from bringing any team members, and '''keeps traps hidden after you trigger them'''. Explorers of Sky adds a new infair trap that warps and gives all wild Pokémon on the floor the "Grudge" status, which results in all power points of the last move used being drained away if you kill them.
** The sequel, Pokémon ''Pokémon Mystery Dungeon: Explorers of Time/Darkness Time/Darkness'' also has [[BrutalBonusLevel Zero Island]], which is broken into four sections (North, East, South South, and West)spanning over 50 floors each and a different ruleset for each one. Depending on the section you attempt, [[ThisIsGonnaSuck you wont won't get any EXP from fallen monsters, your inventory gets completely or partially wiped of items, and/or the level of all members of your squad is temporarily set back to 1. Oh, and you can't call for a rescue upon being defeated]]. Pokémon Mystery Dungeon: Explorers of Sky adds Zero Island Center, which is filed with monsters around levels 90-99.
** VideoGame/PokemonSuperMysteryDungeon ''VideoGame/PokemonSuperMysteryDungeon'' goes Nintendo Hard far earlier on. Dramatically slowed leveling, the removal of checkpoint saves, an inability to grind in much of the game due to limited missions/story segments, and the fact that hold items have been ditched for the RNG emera system would have made it hard enough, but that enemies can now EVOLVE if they defeat your party members is just brutal. Combine that with the fact that appropriate level enemies can reliably 3 shot 3-shot your team, and this is a recipe for disaster.
Is there an issue? Send a MessageReason:
Expand
Is there an issue? Send a MessageReason:
Expand


So, NintendoHard and roguelikes are somewhat synonyms.

to:

So, NintendoHard and roguelikes are somewhat synonyms.synonymous - simply ''being'' a roguelike will qualify most games for this trope by default.

Top