Moonlighter
What makes this game roguelite?
After Swords of Ditto being EXTREMELY punishing I'm kinda hesitant when it comes to buying games with the roguelite or roguelike tag (what even is the difference?). So I was wondering how hard is Moonlighter and what are the roguelite elements ?
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17/7 megjegyzés mutatása
the dungeons layouts are randomized each time and if you die in them you drop all your stuff and get get kicked out of the dungeon

a roguelike and a roguelite in modern times are the same thing because developers dont care to use the term properly

something like crypt of the necrodancer is a roguelike, turn based permadeath with random runs each time, this game borrows lightly from that schematic, making it a roguelite
In a roguelike, dying loses everything and you get at most a score. in lite, you keep some gameplay items or earn unlocks for future runs.
Digital Sun Games  [Fejlesztő] 2018. máj. 24., 11:12 
Those are very good explanations. Moonlighter is a roguelite, there is no permadeath, but there are some procedural elements (dungeons) and death is punished (losing most of the stuff you carry), in the end, the progress is saved, there is a story to it like any adventure ARPG, but it has strong "rogue" inspirations.
Highway to the Donger Zone eredeti hozzászólása:
In a roguelike, dying loses everything and you get at most a score. in lite, you keep some gameplay items or earn unlocks for future runs.
Lol if that was the difference, then there's no reason to attach the word "rogue" to it. Why not just use the term permadeath? Roguelikes are tile-based rogue games with RNG and are meant to be difficult, rogue-lites are non-tile based games with permadeath & lots of RNG.

If you start calling any game with permadeath a roguelike, then it makes it impossible for people to search for the tile-based roguelikes because you hijacked the genre.
4123 eredeti hozzászólása:
Highway to the Donger Zone eredeti hozzászólása:
In a roguelike, dying loses everything and you get at most a score. in lite, you keep some gameplay items or earn unlocks for future runs.
Lol if that was the difference, then there's no reason to attach the word "rogue" to it. Why not just use the term permadeath? Roguelikes are tile-based rogue games with RNG and are meant to be difficult, rogue-lites are non-tile based games with permadeath & lots of RNG.

If you start calling any game with permadeath a roguelike, then it makes it impossible for people to search for the tile-based roguelikes because you hijacked the genre.

That's not a defintion anyone else uses.

Tiling is so ubiquitous among RPGs that have diddly-squat to do with Rogue; I'd go so far as to say it has nothing to do with being Roguelike or Roguelite or even very indicative of the original Rogue itself.
I wouldn't say that tiles define Rogue. But being turnbased does. And yes the genre has been hijacked to the point where most people don't realized that it used to mean a very specific genre of turn based rpg and now it just means permadeath and some procedural generated level design. Most of these games that use the term are also 2d action rpgs.

Specifically, without being turnbased you can't have the same tactical feeling that Rogue had. Or the moments where you sit down and find the one tactic left with a chance for survival or winning a fight. Item use has also been a focus of turnbased Roguelikes, as well as item interaction in some. And very few non-turnbased Roguelikes have managed to capture some of the item interaction part. There are more to turn-based Roguelike games than this, far more, but these are some major aspects that Moonlighter and other action "Roguelikes" don't have.

TLDR: Just taking 2 aspects of the Roguelike genre and applying it to an action rpg doesn't make it Roguelike imo. And Roguelite is just an effort to preserve the original term's meaning by seperating it from the turnbased Roguelikes.
Legutóbb szerkesztette: Halfshell; 2018. máj. 27., 15:32
its really not punishing at all! dying does indeed drop all but your top slots and sends you back to town, but theres plenty of storage to keep things in, and anything you drop can be easily obtained by going back in and trying again. its definitely worth it, imo.
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17/7 megjegyzés mutatása
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Közzétéve: 2018. máj. 22., 13:59
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