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i feel like the progression in these games is much more, linear rather than allowing the player to unlock things whenever they feel like it, but i feel as though maybe some items or traits could be gotten by a specific event happening
I don't think any game is really similar to Streets of Rouge. Maybe one game is Death Road to Canada, but I don't own the game and have only watched about 15 minutes of gameplay.
In terms of characters it reminds me of Coin Crypt.
In terms of mayhem and insanity it reminds me of Death Skid Marks.
In terms of soundtrack it reminds me of Danny B's Binding Of Isaac.
And there's more to compare, but tis just to name a few.
https://www.pssoft.de/english/index.html
On any superficial level, the games arern't all that simiiar. Crime Fighter is turn based, single-map, single-character, with separate scenes for combat.
But it has the same "vibe."
You'd just have to play it so see, I'm finding myself inadequate to describe the mutual appeal.
If you don't feel like setting up DOSBox or a VM or w/e, there are LPs listed on that homepage I linked that should give you a good feel.
In terms of things that worked in that game, whicxh you might be able to adapt for SOR:
-Kidnapping
--- IDK how well it fits into your vision, but from the lore perspective of "the resistance" kidnapping a high-value target and escorting them to a "holding area/safehouse" (or even the level exit) fits well, I think.
-Skill Training
--- This also has potential hang-ups, but, in CF, you could go to the weapons shop and pay the owner to give you training in your various statistics. I don't know how well "payment" would work in SOR, since it's super easy to amass a whole bunch of money, but perhaps you could have a mission that the reward for was an increase in one attrubute, like a one-time "potential to not suck" on the Slum Dweller. Or maybe you could set it up so you could only ever purchase one or two stat increases, but make it randomized, and cost $1000 or w/e.
-Team Development
--- In CF, when you signed someone on to your gang, they were with you until you fired them. No one ever "died," just got "defeated." Via training skills/abilities as mentioned above, and through purchasing weapons for them, you could develop your team to be more effective, stay alive longer, etc. As a subset of the above point, if you do implement that, I'd like to see the ability for this to extend to your hirelings/allies also. In my mind, ideally, you could keep the same minion effectively for more than two or thre levels, and with the added investment, have more incentive to do so, and not just use them as distractions or meat shields.
What a wonderful world... less talking, more playing!
*evil laughs*
I can say "It's like MGS; you got cardboard boxes, ?'s, and !'s."
I can say "It's like a dungeon crawler/roguelike RPG; pick/create a class and go through a procedurally generated map. Hail RNGzus."
I can say "It's like D&D; form a party with your friends. Play off of each others' strengths and weaknesses. Bards are OP."
I can say "It's like Hotline Miami/Mr. Shifty; be fast, be brutal, don't get hit."
I can say "It's like Dark Soul-" Ignore this.
Other than that, I feel like SoR is an embodiment of the Immersive Sim genre (Deus Ex, Thief, System Shock, etc.) boiled down to its basest elements. The only thing that I really feel like it's missing are more extended missions. Right now everything is so compartmentalized that it doesn't really feel like your decisions matter. It would be nice if there was a reputation system where based on your actions on previous floors toward certain groups those groups would be more helpful/hostile toward you. As the game gets longer, it's important to give players a reason to want to play a full campaign-style run from the beginning other than just wanting to not be overpowered when you reach later levels.
As for games that are similar to SoR, Im going to recomend Neon Chrome, a game that I was playing a lot before I started on yours (No disrespect to Neon Chrome, I had just put a ton of hours into it and got my fill.) The chaotic style of the game dosent fit the methotical style of SoR but I think you could see some inspiration in the level design, powerups, and bosses.
For instance, the ability to trigger fights between factions reminds me of "Fallout: New Vegas", where NPCs are grouped in factions that aren't necessarily hostile to each other, but -- say, due to stray gunfire -- can be temporarily, locally mutually hostile. For instance, when I was attempting to murder all the members of one crime family in a casino, one of them wounded a prostitute bystander... and the prostitutes in the casino promptly started grabbing weapons and going after the mobsters.
The ability to go stealthy and nonlethal, with tranquilizer / chloroform / handcuffs, is reminiscent of the Metal Gear series. There's no Fulton Recovery System in SoR, heh. The Deus Ex series also supports nonlethal takedowns, stun guns, and tranquilizers; plus, cloaking augmentations for the invisibility functions. SoR's 2D top-down nature doesn't really support having the ventilation ducts. Probably one missing feature here is that in both MGS and DX, you can generally move an unconscious enemy (or corpse) and hide it somewhere in order to reduce the chance that a patrolling enemy will notice it and raise the alarm.
In terms of character build variety, there are certain roguelike games with a wider variety than most -- e.g. "Tales of Maj'Eyal" has a fairly large number of classes, and "Caves of Qud" has a large number of potential builds between the number of mutations, the cybernetic implants, and rather more skills than any one character will ever learn.