r/rogueish

how does one get better at roguelike games ?

so i'm not really new to the genre. i played some games with my partner and somehow i sucked in all of them. he was really good tho, alone he could finish in a couple of runs. he made good choices when it came to upgrades and then there's me, i feel stupid every time i have to make a choice. like whenever i ask myself what build am i going for ? or which upgrade would be best, i end up making bad choices so i pull my partner down with me and we end up losing. he used to enjoy gaming with me but now he just can't because he thinks that i don't understand roguelike games and i think he's right but i really want to improve ? like how does one learn to make good choices or better how does one figure out the "best build" for its character ? i'm open to all suggestions

games like : hades, roboquest, don't starve together, teenage mutant ninja turtles.

reddit.com
u/One_Bullfrog8986 — 3 days ago

Save 90% on Golden Krone Hotel on Steam

This game is awesome and good options to new players. Dinamic cicle of day/night, vampire mechanics, and intuitive discovering potions system. The runs is very quickly.

store.steampowered.com
u/PsicoCooper — 5 days ago

I built a dice roguelike where time is the real resource, not health, not gold. Curious what this sub thinks of the design.

Sent here from Roguelike because my game doesn't strictly adhere to the classic defs.

So I embarked on this first time solo dev thing because I couldn't find the game I really wanted - something RL (ofc) but narrative heavy and with some unusual mechanics. Got distracted by the likes of BoI and Balatro along the way, par for the course haha.

So in Remember to Die its essentially a dice combat game with RPG elements but the kicker is that each fight gives the option for a fragment of memory across a full lifetime. Every fragment you collect costs you three years. Every chapter transition costs ten. Run out before the end(s?) and you don't die in combat, you just quietly shuffle off this mortal coil. The way most lives end really.

I wanted the threat to feel different from typical roguelike attrition. Health and gold are legible and gameable. Time (in the scale of a full life) is something people don't usually think of as a resource until they're out of it.

The memory system ties into this: after each battle you pick a fragment which could be TRUE or FALSE (you have to piece this together yourself), and those choices shape your core memories and what buffs or costs they carry. Pure memories, corrupt ones, tainted ones, each has a different mechanical identity.

Built in Godot, 32 dice, 112 mementos, over a billion possible run combinations. Took 18 months solo.

I'd genuinely like to know: does "time as the primary resource" land as a design idea to people who play a lot of this genre? Or does it feel gimmicky?

Find it on Steam if you wan or you can see some of the levels/dice/items/enemies on the website.

u/Darknessborn — 7 days ago
▲ 37 r/rogueish+1 crossposts

Major DeAnima Update 1.2 Out Now - Introducing Dungeon Branches!

After months of hard work, I’m happy to announce that DeAnima 1.2 is finally available! 

Steam Page: https://store.steampowered.com/app/2143790/DeAnima

New features include:

  • Major Graphical Overhaul! The dungeon has a new grittier look, including higher quality textures and particle effects.
  • 2 new dungeon branches to explore - The Mines & The Mortuary.
  • 3 new monsters with unique special abilities - Parox, Obli and Wyvern.
  • 3 new traps: Compulsion Trap and… I won’t spoil the others here!
  • 2 new items: Potion of Polymorph & Ring of Fire Resistance.
  • 17 new discoveries overall, including The Refracted Flame and The Pit Beneath. 
  • You can now trade items with Fayora, Valac and Hegor. 
  • You can now trigger monster invasions that could help or hinder your run. 
  • Vast improvements to 3rd ending (transcendence).
  • You can now heal your thralls.
  • Can now choose a random class at the start of the run.
  • You can now rename your inventory items.

For those unfamiliar with DeAnima, it is a first person roguelike dungeon crawler with deep, challenging features you would usually only find in more traditional roguelikes, including:

  • No meta progression.
  • True Permadeath.
  • Turn-based combat system.
  • True identification system.
  • Thrall (pet) system.
  • Deity system.
  • Beatitude system.
  • Completion Marks.
  • 15 conducts tracked in-game (Atheist, Bareknuckle, Carnivore, Dignified, Exposed, Faithless, Honorable, Miser, Pacifist, Righteous, Skeptic, Tenebrous, Unchanged, Vigilant, and Warden).
  • 35 monsters, many of which have unique abilities you have to contend with. 
  • 3 different paths through the dungeon (with 3 distinct endings):
    • Escape - for short runs that can be completed in a single session.
    • Ascension - for longer runs over multiple sessions.
    • Transcension - for very long runs over many sessions, intended for completionists.
  • Over 100 items to discover including Potions, Scrolls, Wands, Rings and Bags, including fan-favourites like Scroll of Vorpalize Weapon, Wand of Polymorph and Ring of Slow Digestion. 
  • 16 character roles with unique abilities and traits including Rogue, Priest, Valkyrie and Tourist.  
  • 8 different game modes to unlock (called Torments), including Endless mode and Inner Hell mode (where you are limited to 5HP and all enemies are limited to 1HP!).
  • 32 passive items called Burdens to unlock that dramatically affect each run, including Lump of Coal, Lucky Penny, Rusted Ankh, Wooden Spoon and the coveted Angelic Feather!
  • Over 70 discoveries to track down in the dungeon, including Fountains, Sokoban-based puzzle rooms, The Altar of Sacrifice, Lairs where high-level monsters guard rare loot, Stashes and a special NPC called Wishbone who grants you the ability to wish for any item in the game (providing you can remember what it’s called!).

Thanks for reading and I hope you enjoy your descent into the Dungeon of Dread! Let me know in the comments how far you get and who your favourite class is!

u/pdrummond — 10 days ago
▲ 6 r/rogueish+1 crossposts

Wizard's Castle - Shadows of Zot

https://wizardscastle.de

**I reimagined Wizard's Castle (1980) as a dark fantasy dungeon crawler — it's live and I'd love your opinion**

Back in 1980, Joseph R. Power wrote a BASIC game called Wizard's Castle. You explored an 8×8×8 procedurally generated castle, fought monsters, and hunted for the Orb of Zot. It ran on a terminal. It was brilliant.

I've spent the last months rebuilding it from the ground up as *Wizard's Castle: Shadows of Zot* — same soul, massively expanded systems.

**What it is:**

- Turn-based dungeon crawler, eight levels of procedurally generated castle

- OSR-inspired mechanics: d20 to-hit, ascending AC, Vancian spell slots, six classes (Fighter, Arcanist, Cleric, Thief, Ranger, Paladin), six peoples

- A two-step dodge system that makes DEX feel genuinely different from just bumping your AC

- Dark fantasy aesthetic

- playable in the browser on desktop, tablet and mobile (network connection required)

**What I'm looking for:**

Players who give me their honest feedback. I have spent quite some time crunching numbers to keep the game challenging, but not impossible — I want to know where else the difficulty spikes unfairly, what feels good, what feels arbitrary, and whether the OSR mechanical feel lands for people who grew up on this stuff.

The core mechanics are done— I'm still building out several features, and this is exactly the right moment for feedback before they go in. Among the planned features is a lore system that rewards exploration without forcing itself on you.

Happy to answer questions about the design decisions, the original game, or why I made a dungeon crawler instead of literally anything with a better market size.

The game is live at **wizardscastle.de** — it is free to play. If you want to enjoy all features, you can create an account, but guest play is available.

PS: The original is also available if you want to relive the old times

reddit.com
u/Powerful_Hour_5584 — 5 days ago

I combined the puzzle mechanics from 2048 with the roguelike gameplay of Slay the Spire

You start by choosing a set of 2 tiles and some artifacts. These form the basis of your build and as you play, you will unlock more tiles and artifacts to choose from. Each artifact can drastically alter how you approach the game, encouraging experimentation with different builds and combinations.

If this sounds at all interesting to you, I have a playtest going on over at https://iron-axe-games.itch.io/tiles-vials and I'd love to hear some feedback! It is playable in browser, although I have seen some people complain that the web build is a bit laggy, so you can also download it to run on Windows.

u/IronAxeGames — 10 days ago

Remnant Humanity - Real-time procedural space salvage with tactical missions [Early Demo]

I've been working on Remnant Humanity for 8 weeks, a post-apocalyptic space salvage game where you explore procedurally generated derelict ships under time pressure.

The tactical demo is playable now.

Features:

  • Procedural map generator (millions of variations, seeded/shareable)
  • Tactical puzzle missions: find oxygen scrubbers before your crew runs out of air • Hazards: radiation, laser grids, enemy spawners, debris
  • ASCII aesthetic with animated space nebula backgrounds

Fair warning: it's early. Difficulty balancing is ongoing. Some missions are tense and tactical, others brutally unfair or too easy. If you hit a crazy seed, I'd love feedback.

Strategic layer (fleet management, resource economy) coming later - right now it's pure tactical missions.

Itch: scippie75.itch.io/remnant-humanity (weekly devlog)
Discord: https://discord.gg/pnMBJNGbjc

Some gameplay

Feedback welcome!

reddit.com
u/scippie — 11 days ago

BEARLY BRAVE GOES WORLDWIDE with new localization and pricing!

Hello everyone!

Our toy-shop bear brawl Roguelike Deckbuilder, Bearly Brave is now available in more languages!

💬 We’ve added Simplified Chinese, Traditional Chinese, Japanese, and Korean, and we’re really excited to welcome more players into the world of fluffy battles.

To help make the game more accessible, we’ve also updated Bearly Brave’s base price to $9.99, with regional pricing adjusted as well.

And to celebrate all of this...

🧸 Bearly Brave will be 20% off from April 16 to April 30!

We’ve partnered with Mecrew Games to bring these new language options to the game, and we hope new players from around the world enjoy jumping in. 💎

If you’ve been waiting for the right moment to try Bearly Brave, this is a great time to pick it up.

As always, thank you so much for playing, for sharing your feedback, and for supporting the game.

u/Barbaric_Games — 5 days ago