Posts Tagged ‘Roguelike’

Doom And Demonology: Tales Of Maj’Eyal DLC

Tales Of Maj’Eyal (TOME) is a proper roguelike rather than a roguelite or roguelike-like. I have nothing against Diet Roguelike but we’re reaching the point at which the new FIFA might chuck in a perma-relegation mode and claim to have roguelike tendencies. The truth is, I’m chuffed that aspects of Rogue have infiltrated the wider world of gaming but sometimes I like to retreat back into the ADOM/Hack/SLASHEM bubble so that I can send some serious time getting my ASCII on. TOME has tile graphics rather than venerable ASCII but it’s one of the modern giants of the genre, capable of absorbing entire weekends of my life. Today, it expands.

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Family Misfortunes: Children Of Morta

Children of Morta is attractive in a way that few games manage to be. You might think it’s going to be a retro pixel art thing at first but then you see the animations, you see how every single one is packed with more frames than an entire NES cartridge. There’s hardly any information about what the game is on the official site but it was described to me as a ‘narrative-based roguelike’. As well as looking the part, it appears to have a family-based class system, nifty hacking and slashing, and rad birthday parties, complete with cake and jiving. All of that is present and correct in the video below.

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Desert Island Risks: Wayward

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.

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Freeware Garden: Roguelight

RogueLIGHT. Not rogue-like. Sheesh...

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.

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Diary: Exploring The Watery Depths Of Sub Commander


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.

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Actual Roguelike Alert: Ancient Domains Of Mystery

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.

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