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
FTK is a "light" rougelike since the game is biased against you making it though, but with some study of the game you can finish it at time.
RogueLike also usually don't have anything persistent for future run benefit.
To beat the game, TIME/GRIND will not help you, only skill and planning.
Example like :
- Rogue Legacy (RogueLite), each dead you spend gold upgrade stats thus future will only become stronger and never weaker.
- TOME (RogueLike), you get to unlock new class and race for future runs. But everything has pros and cons. Nothing make future run stronger unless count that few locked skill trees.
- FTL, while many call this a RogueLite due to the gameplay mechanic not grid tiles and not turn based. But the game has huge resource management, random nature that are staple to all traditional Roguelike games and became a cult classic for hard game fans.
(wikipedia)
In a roguelite, you lose almost everything but not everything. So you have sone benefits after dieing.
So yes FTK (For The King) is more a roguelite than a roguelike.