Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So yeah, the tags are more like guidelines rather than proper classifications.
I would strongly argue KSP, as well as many other games ♥♥♥♥♥♥♥ idiot kids tag with "ROUGELIEK," has absolutely zero similarities with Rogue, a procedurally generated dungeon crawler RPG. Some of the people in this ♥♥♥♥♥♥' hobby would struggle to pass the entrance exam to be admitted as an exhibit at the zoo.
Come see the protohuman troglodyte monkey man. Watch him buy a t-shirt with his favourite youtuber's face on it. Watch him tag a ♥♥♥♥♥♥♥ space agency management and flight sim as a ♥♥♥♥♥♥♥ roguelike. Isn't nature wonderful?
get over it
rogue like = 1 life, no reloads. You die, you start again.
RogueEPYX played it many a time.
Rogue even had a feature that if you copied your save game file and tried to play that saved game file at some future date the program knew about it and killed you off with a nice little message on your tombstone "Killed by AI Mafia"
If thats your definition, then you can play KSP as a rogue like. Hardest Career difficulty:
- Only ONE savegame (persistent autosave). No Quicksave/Quickload or custom savegames.
- No Reverting Flights
- If your agency (your "player character") goes bancrupt, it's end of game.
I do agree, that KSP isn't a rogue like. But your definition isn't enough.
Funny detail: Mun's craters are generated procedural since 0.21
But i'd guess it's really depending on the definition of roguelike. There are also definitions which identify turn-based gameplay as core feature.
Oh that's the only mode for RogueEPYX
Plenty of games have procedural generation of levels, that isn't what makes it or does not make it rogue like.
'rogue like' = 1 life, no reloads, If you die, you start again.
After playing RogueEPYX a few 1000 times it'll do.
(t's not like were a law firm and we need a 200 page definition to avoid litigation)