Roguelikes & Roguelites


First of all, it’s good to start with a definition of what the Roguelikes are, what they’re about and how the two terms are different. To put it in short, roguelike games are traditionally a genre that strictly adheres to certain characteristics, of which the most important are permadeath (where a core gameplay design is starting over after death), a dungeon crawl through procedurally-generated maps and turn-based combat. Roguelite games, on the other hand, usually take these roguelike mechanics and blend them with other genres, keeping some features and discarding others.
Note: I am mainly focusing on Roguelites.


Dead Cells (2018)

Recommended to me by a friend was a game called Dead Cells, a roguelite metroidvania game that he believed would get me more experience in the genre. To my surprise I already had this game on console (PlayStation) but had just never played it.

The average play time for Dead Cells is 10 hours, but some say it can take much longer due to the number of unlockables. Because of this I had to be a bit more realistic with my use of time decide to dedicate an hour to get a grasp of the mechanics, the story and the world.

Overall, I found the game fun and enjoyed the fast pace nature of it. While its not necessary that the player completes levels in a timely manner, the way in which the game rewards you for being quick is a good push of encouragement and the mechanics (jump, dodge, attack) support this. The combat system is simple and easy to understand meaning there wasn’t a demand for complex controls which I can really appreciate. Additionally, controls also fall in line with the classic layout of movement (X to jump for example).

Levels are procedurally generated by the merging of predesigned sections in a random configuration, creating dungeons with many different placements of enemies and items. Within these levels there is an expected frequent player death and is considered a fundamental part of the game. Within these levels players are able to collect in-game currency (Cells) that can be used to purchase permanent upgrades, potions and additional weapons.

I found the art style very charming and loved the bright palette that was used, particularly its use of the colour blue. For a 2D platformer game I think that the pixel art style truly worked in its favour and provided a good audiovisual experience throughout, despite the fact that I hadn’t played for very long. The story of the game is introduced to the player from the very start using NPC dialogue, clearly stating who you are (The Prisoner), where you are (the depths of the island’s prison) and what you are (immortal, but survive through possessing other bodies). This however is as far as I know lore wise without further research.

Playing Dead Cells was incredibly helpful in making my decision for the format of my game and answering the question of whether I want it to be a 2D side-scrolling platformer or more of a top-down isometric style game. I want my game to feel more open and “explorable”, Dead Cell’s use of platforms and small nooks and crannies didn’t really provide that feeling, making me lead towards more of an “open plan” world that can be seen from above.
Having said all of this, I would play this game until completion with more time on my hands (which I absolutely would need because the hyperfixation is real). Overall, I really enjoyed it and plan to revisit it again for a proper playthrough.


The Binding of Isaac: Rebirth (2014)

This is yet another game I had sitting around in my console storage unbeknownst to me. Steam describes The Binding of Isaac (TBoI) as “a randomly generated action RPG shooter with heavy Rogue-like elements.”. I spent roughly an hour playing, the average main story takes roughly 6h and the completionist would take 347h (https://howlongtobeat.com/game/9782).

You play as Isaac, a young boy who is on a journey to find his mother who has travelled into the basement following the voice of God. Players will find bizarre treasures that change Isaac’s form giving him super human abilities and enabling him to fight off mysterious creatures, discover secrets and fight his way to safety. While the story is interesting, I found it really hard to gather and understand what was happening when I was playing, of course I didn’t play for long but I did have to stop and search it up before I was confused further.

These are the PC controls, shown at the beginning of the first level. The game relies on 4 main mechancis.

The controls and combat were incredibly easy. On console the main buttons were the left and right joysticks (the left controlled directional movement and the right controlled the aim of the main attack) plus the two buttons to interact and drop bombs.

The games 16-bit pixel art style excels in incorporating a sort of cynicity and darkness in it that just makes you want to cringe (in a good bad way), the environment feels dirty, gritty, alone and cold. I could say the succeed in putting the player in the shoes of a scared little boy looking for his mum. I was able to defeat 3 mini bosses in my first run before dying and was honestly suprised I hadn’t died sooner, not because I was bad or becasue it was hard, I think I was just expecting it to be more difficult (?), even on the difficulty mode I was playing on (normal. How boring, I know.).

Playing TBoI felt physically uncomfortable, it was just something about the story, the creatures and the environment that made it unnerving for me, the religious themes seemed to push it that extra bit further. It gave me the same sensation as watching a true crime case at night while you’re home alone and honestly if that’s what the creators were going for (which I believe it roughly is) then they hit the nail on the head.

I appreciate the simplicity of the mechanics as well as the art style (sometimes less really is more). I’m definitely taking inspiration from the way they evoke that discomfort within the player through the audiovisuals, and I especially admire the top-down format the game has. I see myself creating a first-time prototype for my game that is heavily inspired by TBoI.


Hades (2020)

I had heard a lot (and I mean a LOT) of good things about Hades prior to ever starting this project and it was a great opportunity to try it out. Hades is a rogue-like RPG dungeon crawler that takes its inspiration from ancient Greek mythology (the Greek Pantheon). Focusing on the main objective, the average play time is 23h whereas your’e likely to spend around 95h for 100% completion (https://howlongtobeat.com/game/62941). Steam claims I have under 3h of play time, for reference I had just about made it to the second zone (Megaera was a real challenge, okay?).

The player controls Prince Zagreus, who’s goal is to escape the realm to get away from his unloving father, Hades, and reach his mother Persephone in the mortal world. Throughout the game the other Olympians support him by granting him gifts/upgrades (Boons) to help him fight the creatures that guard the exit to the Underworld. The game world is divided into four main dungeons, each representing one of the regions of the Underworld, with each new region being unlocked upon clearing the previous.

The game is presented in an isometric view, the gameplay consisting of the player starting a run by fighting through several rooms drawn from a pool of pre-determined layouts, with the order they appear in and the enemies that appear being randomised. The player moves through rooms to gradually ascend through the Underworld; after clearing a room, the player is given a reward. Upon death, the player is transported to the House of Hades, which effectively acts as the game’s overworld between attempts, here players are able to unlock and upgrade abilities for Zagreus and more.
The game features a hack-and-slash combat system: there is a primary attack and a secondary “special” attack depending on their pre-determined weapon of choice, a magic “cast” that can be used from a distance and a dash that provides momentary intangibility and mobility.

I truly appreciate the the incredible art style and how instantly distinctive it is with its mix of hand drawn environments and 3D models. The dialogue and voice acting is one of the best part of the game by far. The gameplay is fast-paced all inside of a deep and immersive story thanks to its RPG elements through dialogue. What really takes the cake is the fluid, well-balanced and addicting gameplay. A lot of the elements I’ve outlined for Hades relates to the game I’m designing and playing the game has been invaluable for setting the standard of what a good roguelite game looks and feels like for me personally.
Out of all of the roguelites I’ve played, this one stood out the most to me and I’d like to look at deconstructing it, mechanics and loop wise, as further research.

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