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(2 edits) (+1)(-2)

Hi Aukustus. Cool! It sounds you know what you are saying. Apology if I sounded rude a while ago, was not my intention, probably in part of frustration when my feed fill with not roguelike games.

I don't want to talk about "The loose Berlin interpretation" it should be deleted, it causes more confusion, and makes the genre worse. I know about NotEye, and still incorrect your assumption I'm afraid, if the game use first-person perspective it loses the strategic view that use Rogue-like games, that is the reason you can see more enemies at the same time, analyze your move and be tactical. But I guess you already know that.

Let me give an example, I hope that it can be understood. There are games that are "First-person shooter" and has top-down view, I'm fan of this kind of games since many years ago. Two of them are "Natural Selection 2" or "Nuclear Dawn", despite the game is a "First-person perspective", despite the game use a "Top-down view" those games are strategic games, and the gameplay is not just "shoot, shoot" as the typical FPS, if you don't play with strategic you lose. The "key" word here is, the "gameplay" and your game (Realms of the Lost) will play differently. Thank you for the update in the description.


So my design background lies in true roguelikes (not roguelites) and not in ones like Ultima Underworld or Daggerfall but there are obvious influences and I hope fans of both types can enjoy the game.

If that the case, you have one more fan. I like both genre.

Thank you!

(1 edit) (+1)

No problem, I understand your frustration and the term roguelike seems to be applied everywhere when there’s just for example random terrain but it’s like a city builder in reality.

This game is in a bit different perspective to me since I started the development in 2D top down first but changed the camera orientation very early, mechanically it’s still the very same. The tacticality of seeing more enemies in 2D is implemented intentionally here by that turning the character won’t cost a turn so you can freely look around and decide your next action.

I had no intention of deceiving since mechanically it’s 2D roguelike but in different perspective. Gameplay wise it feels like classic dungeon crawlers definitely though.

(+4)

grid based movement, turn based combat, strategic play, procedurally generated levels, exploration based discovery, run based playthroughs, single character, new character per run.

Roguelike is more apt than any other description. 

a dungeon crawler, gridder, blobber, and so on usually have static maps with puzzles, party management, real time movement of enemies, real time combat, and don't normally fit the roguelike description.  calling this a dungeon crawler because of the camera orientation is a disservice to roguelikes and dungeon crawlers.  This is definitely a roguelike first and dungeon crawler distant second.

Keep up the awesome sauce, this is a real gem!

(+1)

This is exactly my point.


Thanks, I’m already working on Alpha 7! :)