By this point, we all know what a roguelike is, even if the exact distinctions have become muddled. Perhaps many of you play roguelikes fanatically. I am not talking games like Binding of Isaac or FTL. I am talking ADOM, Nethack, Dungeon Crawl, those sorts.
Those of you who do play those games may feel at times that their greatest strengths, their vast complexity and length, can often become overbearing and intimidating. By the end of any roguelike, the game becomes exhaustive. You've been at that game for days just for that one playthrough. And how many times did you have to die just to learn every special situation, and figure out every monster along the way to victory? These games require a lot of cognitive overhead and rote memorization.
Doesn't it seem counterintuitive that I write a gripe about roguelikes in a recommendation for a roguelike? Yes, sure, but this is exactly what One Way Heroics tries to shy away from. It is a true roguelike, but it shies away from the issues I stated before. It plays fast and simple. You could expect to complete a full game within a few hours, and it provides enough of a challenge that it isn't a pushover for it. The wall of death to your left also rids you of the tedium of stashes and grinding.
Your perspective of the game may be different from mine, but this is the most important aspect to me. This is how I sum up the game and why I play it.
I play roguelikes for their nuanced and complex gameplay.
I play One Way Heroics for its simplicity and short length per playthrough.