I have been playing Nethack and stuff for quite some time now and I love it. Let's have a thread for it.
What's your favourite Rogue-like?
What role do you like the most?
Why?
etc. etc.
All things Rogue
I like Dungeon Crawl. Was never particularly fond of Nethack's overabundance of unfunny nerd in-jokes from the 80s or the way Angband didn't have persistent levels, but between the two I liked Angband more. I also played Larn for a while which I remember as being OK but kind of broken.
If a Diablo is fine too, I like that also.
tetris スーパープレイ super play
SEGA AGES 2500 シリーズ Vol.28 テトリスコレクション
sega ages 2500 vol.28 tetris collection
ADoM and Dwarf Fortress are my favorites, but I haven't played Dwarf Fortress in a while. Sil is probably the most exciting roguelike I've played in a long time, since they've made AI that's actually clever and can chase or corner you, and knows better than to group up and follow you down hallways, calls for help and archers, etc., but I haven't played it enough to really call it a favorite yet.
I usually play Paladins, I like the balance between casting and heavy armor and melee. I'd play rogues/thieves more often, but they're usually unsatisfying in roguelikes and just play as very fast warriors.
>>5
Sort of like a priest + warrior class combination.
NetHack
Wizard
Variety
Played western roguelikes + some first babby's japanese in, like, 20 years or so but now only playing Japanese shit. Shame on me.
ADoM was very good though.
One of the strongest charas for me was Mindcrafter.
>Japanese shit
Such as? I'm kind of curious, I've never played any Japanese roguelikes. What are some good ones?
Did anyone here ever try to make one?
>>10
I've made one before, but I won't post it because frankly, it sucked. The cool feature was that there was a sort of half-assed functional engine implemented, so you could do things like take a sword and enchant it so that when you did a thing with it (equip, unequip, swing, hit, miss, etc) a thing would happen to something (you, the monster you were fighting, the world, etc). So, at a basic level, you could enchant your sword to deal fire damage to the target when you connected, but at a higher level there was a proof-of-concept enchantment such that when it hit the monster, it turned whatever they were wearing on their feet into rubber boots and gave the ground the WATERY attribute. That was going to be what was fun about the game: all the effects would be strange, and you'd have to figure out whether "Sword of temporarily summoning eels except on odd numbered levels, when they'd be scorpions" was better than "Lance of possibly restoring your hit points but also possibly turning the ground around you into walls. Also makes opponent switch handedness whenever it hits".
I eventually wanted to bind Guile to it, so at high levels you would primarily interact with the game through writing your own functions as spells from within the game, then casting them, but I couldn't think of a way to do it such that the difficulty would scale nicely. Sure, it would be nice to have a spell that rescinded one of a monster's invulnerabilities, but if you're already fucking around with its internals, why don't you just set the health to -1 and be done with it? Likewise, if you got the ability to rewrite bits of the map, why would you bother setting elaborate flame traps or purifying swamps when you could just make downstairs everywhere?
What sucked about it was that it turns out I can't write content for the life of me (well, I can write interesting effects, but that's about it). So you just traversed an endless series of randomly generated caverns, fighting placeholder creatures, and if you were in the dev version you could go to an altar and modify the internals of your equipment and make them do fire damage or give monsters galoshes or something.
>>10
I wanted to try to graft level generation code from a roguelike into an orthogonal FPS engine (the old ROTT's code was what I thought about using) to make a first person Diablo sort of thing. But I never got much farther than trying to read and annotate the ROTT source.
I'm very fond of POWDER, even though it's just NetHack Lite: Portable Edition.
The only game I've played to any extent is plain old Rogue. It has only one class (Fighter). I really love its simplicity, whereas other roguelikes I tried had complicated options and mechanics. Anyway, I still haven't beat Rogue yet. Found the amulet once but didn't make it back to the exit...
>>14
Have you tried Brogue? It's basically the same as Rogue, but with a better interface and it looks a lot nicer too (subtle lighting/shading effects, among other things), still classless, and it has a few nice touches and changes. You should give it a shot if you haven't already.
>>9 Good ones are roguelikes slash dungeon crawlers slash RPG. I suggest to try more crawling ones.
I've been playing Dungeons of Dredmor a lot recently. Fun!
>>9
Elona+ is great. Its half rougelike half jrpg
Does rainbow six seige practice mode on realistic count as a rougelike
Roguelike is textmode games, all starring @ as the main character. The only one I played is nethack.
i love roguelikes, specially the old school ones. i've played DCSS, brogue, rogue and nethack; i set the goal of not trying a new one until i ascend on nethack at least once.
has anyone here played caves of qud? just grabbed it on stream, looks really exciting.
@系 [アットけい] /(n) roguelike (genre of computer game with typically ASCII graphics)/
ローグライク /(n) roguelike (genre of computer game with typically ASCII graphics)/
I was briefly addicted to Caveblazers.
i was also addicted to cave noire roguelike on gameboy and i play it occasionally. amazing soundtrack and simple design. its the only roguelike i have played. whats your favorite roguelike and which system?