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The Codex of Roguelikes

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,573
Location
Russia atchoum!
Well, my ESL don't allow my to make a judgments about that.
 

Lagi

Augur
Joined
Jul 19, 2015
Messages
827
Location
Desert
from which roguelikes are this graphics in steam currently? They looks rad. Would really like to kill these characters by bumping onto them.

rwFizjh.png
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
Tried looking a few pages back but I didn't see anyone bring up this roguelike (WARNING: Early Access. Released on October the 13th, 2024.)

https://store.steampowered.com/app/2825130/Shadowed_The_Demon_Castle_of_Ooe/

I'm not a huge fan of feudal Japan as a setting, but the gameplay mechanics intrigue me. I might get it this week and will post impressions, but I'm curious if anyone else saw or played this.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,888
Tried looking a few pages back but I didn't see anyone bring up this roguelike (WARNING: Early Access. Released on October the 13th, 2024.)

https://store.steampowered.com/app/2825130/Shadowed_The_Demon_Castle_of_Ooe/

I'm not a huge fan of feudal Japan as a setting, but the gameplay mechanics intrigue me. I might get it this week and will post impressions, but I'm curious if anyone else saw or played this.

Been on my radar but I was gonna let it cook for a bit. The mechanic of using stealth to gain XP is interesting, but I've no idea how that'd handle itemization as usually itemization is done via combat in roguelikes. It looks up there with Lost Flame when it comes to utilizing more unique physical mechanics when it comes to handling the tile-to-tile movement/fighting.
 

Lagi

Augur
Joined
Jul 19, 2015
Messages
827
Location
Desert
whats the good roguelike with stealth mechanic?

Apart from Infra Arcana, sil-q also has good stealth mechanics:
github.com/sil-quirk/sil-q
i did play Nar-sil yesterday too. In both of this games, enemies seems to behave more "realistic" (?), they escape, or lose interest in chasing you.

I find infra arcana to be more interesting. There is shock, insanity, more interaction with environment. Better UI. IA at first seems as some basic rougelike, but there amazing about of thought-out as you play it (sticking in mud, wound effects, spells that fit to Lovecraft lore).

I find it interesting that both infra arcana and SIl has this xp mechanic that promote just for spotting enemies.
Also both of these games doesn't feels generic. You feel like in a specific place of middle earth or in 18th century eldritch infested mansion, despite doesn't having a graphic. I have the same blissful experience from caves of qud ( i feel like playing fallout 1 for the first time again).

on angband forum, i find a post that someone is working on Beleriand, i wonder if this would be another groundbreaking (like Sil) approach to angband formula.

Thank gods for indie games, otherwise there would be total stagnation in game industry.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
whats the good roguelike with stealth mechanic?

Apart from Infra Arcana, sil-q also has good stealth mechanics:
github.com/sil-quirk/sil-q
i did play Nar-sil yesterday too. In both of this games, enemies seems to behave more "realistic" (?), they escape, or lose interest in chasing you.

I find infra arcana to be more interesting. There is shock, insanity, more interaction with environment. Better UI. IA at first seems as some basic rougelike, but there amazing about of thought-out as you play it (sticking in mud, wound effects, spells that fit to Lovecraft lore).

I find it interesting that both infra arcana and SIl has this xp mechanic that promote just for spotting enemies.
Also both of these games doesn't feels generic. You feel like in a specific place of middle earth or in 18th century eldritch infested mansion, despite doesn't having a graphic. I have the same blissful experience from caves of qud ( i feel like playing fallout 1 for the first time again).

on angband forum, i find a post that someone is working on Beleriand, i wonder if this would be another groundbreaking (like Sil) approach to angband formula.

Thank gods for indie games, otherwise there would be total stagnation in game industry.
all the best games I've played in the last few years are low budget roguelikes that experiment with setting and gameplay, with the ones you mention as among the best

even codex favorites like underrail or age of decadence pale in comparison for me

this thread is the most :obviously: part of this website, and I'm so glad that there is still an audience for these kinds of games and developers interested in making them
 

kuniqs

Novice
Joined
Dec 1, 2017
Messages
26
Sil, Sil-Q and NarSil are all build around stealth. How it works is that you get half XP for spotting an enemy, and another half XP for killing it and for each enemy you spot/kill you get diminishing XP returns, and there's a time limit so you're incentivized to avoid hack n' slash combat when possible. There's also an extensive skill with various twinks and hoo-haahs for stealth builds.
 

Covenant

Savant
Joined
Aug 3, 2017
Messages
369
Sil, Sil-Q and NarSil are all build around stealth. How it works is that you get half XP for spotting an enemy, and another half XP for killing it and for each enemy you spot/kill you get diminishing XP returns, and there's a time limit so you're incentivized to avoid hack n' slash combat when possible. There's also an extensive skill with various twinks and hoo-haahs for stealth builds.

Just to clarify for those less familiar with the game, it's two separate pools (for Sil/Sil-Q, at least, I haven't played NarSil); if you see twenty deep trolls, then you'll barely get any more XP from seeing more of them, but you'll still get full XP from killing one.

Stealth is very viable but you'll reach greater heights of power if you're killing the things you encounter too. And you can combine the two very nicely, as well; there was some guy who was focused on making a stabby build so strong that it could put Morgoth to sleep and then take him out in one hit. Though no clue what that kind of build would do against crit-immune enemies, of course.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,867
Anyone played Shiren the Wanderer: The Tower of Fortune and the Dice of Fate? It's dirt cheap, but I'm not sure whether it's more of a turn based jrpg, than a true roguelike.
Can't comment on that specific game, but the mystery dungeon games (which Shiren series is basically a part of) function kind of like a hybrid between a roguelike and an extraction shooter. Here's the main differences from traditional roguelike formula:

-Multiple dungeons, leaving a dungeon resets your level to 0.
-You can take items in and out of the dungeon freely, but you'll dump most of your inventory when you die, generally with the exception of whatever you have equipped. Often there's an end/postgame dungeon that doesn't let you bring items in either, serving as a more traditional, self contained roguelike.
-Dungeons are one way trips; you can't exit the way you came in. If you want to leave, you read a scroll that lets you teleport back to town, you die, or you reach the bottom.
-Sometimes there's secondary experience/meta stuff to be improved that carries between dungeon dives, like proficiency with elemental attack wands in the chocobo games. Or expanding the size of your belly so you don't need to eat as often (but hunger still accumulates at the same rate.) This is usually quite minor.

Basically, the gameplay loop is: Enter dungeon, try to find loot that will make you permanently stronger like a new weapon or means to enchant existing weapons, leave or die when the going gets tough, repeat.

I've played through a few games in the series over the years and always enjoyed them, but not enough to seek out every last one and play them all.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,888
Anyone played Shiren the Wanderer: The Tower of Fortune and the Dice of Fate? It's dirt cheap, but I'm not sure whether it's more of a turn based jrpg, than a true roguelike.

A lot of the Shirens now are meant to be played until your bro dies, but you drop off gear at receptacles/banks for future runs. Then each run tags on more and more content. It's very much a roguelike, and a very difficult one when you get past the initial story dungeons. The post-story dungeons are more like oldschool roguelikes. Items aren't identified at all. Monsters will delete shit out of your hand or bags. They'll pick up items and hurl them recklessly around. Traps will completely screw you over. Etc. etc.

What's unique about Shirens is that they have a "save" system where you can save fallen players, or players can come and save you. It's an interesting mechanic. Dice of Fate is the most modern outside of Shiren 6, with Shiren 6 being the most approachable with a far better designed UI.
 

Arthandas

Prophet
Joined
Apr 21, 2015
Messages
1,553
I've read some Steam reviews and apparently it has a retarded inventory system where you need to put stuff into special pots that act like bags of holding, but you need to use a scroll or break the pot to actually take out the items. Also, you can stock up on some revival grass, that instantly revives or teleports you out of the dungeon when you die.
 

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