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1 life, you die you start over from the start of the game
2. Random loot, loot is no longer in the same spot as before
3. Random map, map is most likely built on sections that are put together in different order.
4. This isn't in all roguelike but majority of them, but an upgrade system that is based on the stuff you pick up during your run so you get a bit stronger at next run.
5. Sometimes you can gain levels while killing monsters, not all roguelike does this though.
Those are the general when you hear roguelike.
I deleted EtG 10 times before I realized...I came back to the frustrating odd game TEN TIMEs haha. After that I feverishly sunk almost 500 hrs into it and roguelites....well...are a plague on my wallet now. I cant help buying almost every damn one I see.
Good overview here. Regarding upgrades over time, Returnal's way of handling it is unlocking "traits" for the guns by getting set numbers of kills with the weapon.
LIKE has no perm upgrades and almost or no, Meta progress.
Lite = die and keep stuff
Like = die and you start completely over
The original rogue and other ascii games like it was turn based and gave you time to think critically about what your next actions should be; modern games are more action packed and I don't have the reflexes to master most of them, and I can't 'git gud' no matter how much I try, so 'lite' on modern games gives me an opportunity to still enjoy the game.