Michael Brough’s Zaga-33 is an excellent game and Tony Perriello’s Zagalike an excellent homage to said excellent game. And no, it’s not a clone; it’s an inspired and very honest remix. An homage that’s perfectly capable of standing on its own.
Posts Tagged ‘Roguelike’
By Adam Smith on September 1st, 2014.
Survival and crafting are strongly linked concepts in gaming. Here in the real world, I survive by writing about toys (and the occasional art-toy), an onerous duty that is deemed worthy of financial reward. I use the dosh to buy chips and fizzy pop, and somehow that seems to be enough to keep my tiny engine running. Truth is, I’ve never crafted anything in my life – I had to phone a friend to help me out last time I bought a piece of furniture from Ikea. If I found myself on a desert island, like the player character in turn-based survival sim Wayward, I’d walk around looking for a Wifi hotspot until the landcrabs ate me. The game is free, in beta and a damn fine example of the type.
By Konstantinos Dimopoulos on August 28th, 2014.
Seems to me that many readers enjoyed the demanding action of hets, so here’s another tough action-platformer. Roguelight, like everything else in this world, is sort of a rogue-like-like too. In a way. It definitely takes place in 25 levels of procedurally generated dungeons, anyway.
By Graham Smith on June 9th, 2014.
05:56: NEW ORDERS X LOCATE AND SINK SS Vancouver X TARGET SPOTTED AT 25S 160E
Sub Commander is a free roguelike submarine sim. I first learned about it from Tim’s Flare Path write up of the game, and since then I’ve been spending occasional afternoons sending crew upon crew to their watery demise at the bottom of the murky depths. Playing it this afternoon has proven the perfect antidote to the ramp-up of E3 bombast, and so I thought I’d talk you through my dynamically-generated mission to take out the SS Vancouver.
By Adam Smith on June 6th, 2014.
The purity of the term ‘roguelike’ has been debased and diluted. When I tell you that a game is a ‘roguelike’ you might expect to see platforming, first-person procedural dungeons or, I don’t know, a kart racing game with a cast of death-staring cartoon characters. It’s time to start a ‘Reclaim Roguelike’ campaign and Ancient Domains Of Mystery’s revival is a superb catalyst. The game never really went away but a development hiatus (2003-12) almost as long as Duke Nukem Forever’s actual development cycle (1926-2011) kept it out of the newsrooms for a good while. A successful crowdfunding campaign allowed creator and curator Thomas Biskup to return to development and the game is now riding high on Steam Greenlight and looking better than ever.
By Alice O'Connor on April 28th, 2014.
The roguelike-like spirit has meandered across video games history for a few years now, turning old things new with a little roguelike RPG kick, and now it’s hit the unusual host of wonky ’90s shareware FPSs. Rogue Shooter: The FPS Roguelike launched last Friday, looking and sounding like something from the dark corners of a 1996 cover disc but pleasing with procedural generation and oodles of items and stats crafting and all that.
A hearty launch discount brings it down to £3.49 on Steam and a demo’s that-a-way too.
By Adam Smith on April 14th, 2014.
Every morning, my inbox contains at least one email pointing in the direction of a less complicated and/or complex Dwarf Fortress. There was a time when I believed in the dream of an approachable Dwarf Fortress with a friendly interface but I’m starting to think that even the slightest simplification invalidates the comparison. Dwarf Fortress is complexity, of simulation and control, and the games that do have something in common with it often have far more in common with more traditional management sims or roguelike adventures. KeeperRL, sensibly and pleasingly, plays more like top-down Dungeon Keeper than Dwarf Fortress with the edges smoothed and the corners cut. The alpha is available and crowdfunding has begun.
By Adam Smith on March 3rd, 2014.
During an average weekday, I play approximately 14 prototypes or demos, found while casting my Monocle of Sauron across Twitter, or searching IndieDB and the TIGforums. Most days, I end up bookmarking one or two projects and check back on them at a later date. Every now and then, faced with a deluge of AAA press releases for BB games, I decide to share a prototype instead, no matter how early in development it might be.
The Nightmare Cooperative caught my eye because it has the second best name for a game ever, being a description of this place on a Friday night when I want to make dinner and they’re all out of fresh veg. It’s also a single player team-based roguelike puzzler that shows great promise.
By John Walker on January 27th, 2014.
While the main Humble Bundle is diverting itself from gaming with a really quite splendid collection of audiobooks, it seems to have snuck out one of the best collections of games so far in its Weekly Bundle. Rather than showcasing games from one studio, this week it’s a collection of Roguelikes. (Everyone who wants to have a fight about the terminology, please do so here.) That’s Paranautical Activity, Dungeons Of Dredmor Complete, Hack Slash Loot, The Binding Of Isaac + DLC, Teleglitch Die More Edition, and Sword Of The Stars: The Pit Gold. Cor.
By Adam Smith on January 10th, 2014.
TOME is a roguelike. It’s not a roguelikelike or a roguelite. It’s not a platform game with permadeath and procedural bits and pieces. It’s a top-down, tile-based RPG, with a variety of races and classes to master, and a mean streak wider than Rushmore Jefferson’s nostrils. You won’t have to squint at ASCII imagery or memorise a hundred key bindings to play it either – TOME has integrated tile graphics and a dapper interface. Here’s wot I think.
By Graham Smith on January 6th, 2014.
It’s sometimes hard to gauge from the outside exactly how successful an indie game has been, so I’m always interested when developers release figures. David Pittman, creator of Lovecraftian first-person roguelike Eldritch, has done just that. In a post-mortem posted on his blog, the former 2K Marin developer outlined the steps he took in leaving his old job, building the game, and was even kind enough to include some graphs.
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By John Walker on November 27th, 2013.
Here are my thoughts during the first 55 seconds of the Catacomb Kids video:
“Looks nice, but sure looks like yet another pixel roguelike.”
“He’s got a really decent jump. That’s neat.”
“Wait, distractions? There’s more happening here.”
“Oh. Oooohhhh. Oh, okay, yeah, I’m posting about this.
By Graham Smith on October 18th, 2013.
Ultima Ratio Regum is a “a semi-roguelike game inspired by Jorge Borges, Umberto Eco, Neal Stephenson, Shadow of the Colossus, Europa Universalis and Civilization.”
Ultima Ratio Regum so far procedurally generates a solar system, a planet and its continents, ziggurats, the riddles and block-pushing puzzles that allow you to explore those ziggurats, and the positions of the vines covering the blocks you’re pushing. It’s beautiful.
Ultima Ratio Regum is one of a few ambitious, long-term projects which I think represent the most exciting things about indie game development, about PC games, and about what technology can do for the games of tomorrow. I emailed Mark Johnson, the game’s solo developer, to talk about all of the above.
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