So I’m doing some research into Roguelikes for reasons that shall remain secret for now. I have been looking at some examples to get a general taste for the myriad of flavors there are. One could say that I did a Wine Tasting with Rogulikes. Here are my notes.
Dungeon Crawl Stone Soup
Unaccessible depths.
Dungeon Crawl Stone Soup is apparently a branch of a pretty old Roguelike. It’s quite apparent. The game is incredibly deep with lots of commands and abilities at your disposal. Apparently, the interesting thing about the “Stone Soup” branch is it’s focus on interface and on the graphic Tileset. Unfortunately, it doesn’t really work for me which is actually something I encounter very often in Roguelikes. Some of it is simply for technical reasons. I use a Mac notebook keyboard with a German layout. In Germany, the keys Z and Y are switched. Most of the punctuation signs are in different places on the keyboard. Some keys just don’t exist, such as the keypad. Mac keyboards don’t even have the NUM Lock functionality. Using the Keyboard only gets me so far. Stone Soup has a lot of GUI workarounds but they don’t really work that smoothly. Every now and then, it’s still required to press a key. Using a mouse and and that many different keys doesn’t really work. Especially since some of the key commands need to be UPPERCASE. WTF?! The final straw is that the game frequently gives hard modal prompts. So if you accidentally walk in to an already discovered trap, you MUST answer yes or no to proceed.
I lost patience even during the tutorial. But then I still had to figure out how to even close the game! I gave it a second try at some point. I just started an actual game. It worked much better. But soon the levels started to feel huge and tedious. I was done after the 3rd floor or so
Things I liked: Resource management! Killing dudes and cutting their corpses down for emergency rations. Then getting food poisoning. Then trying to cure food poisoning with random potions. Good deal of inventory tinkering with curses and scrolls.
Things I didn’t like: Clunky interface. Lots of unnecessary hurdles break the fluidity of interaction. Help functions too cumbersome to use. Huge, sprawling levels with somewhat uninspired patterns (parallel corridors – yuck!). Repetitive combat – until you suddenly die.
DoomRL
The old days that never existed.
DoomRL is what actually started this investigation. Apparently a so-called Coffebreak Roguelike based on the game Doom. Derek Yu recently contributed a graphic tileset to it. Rare instance of a Roguelike actually using sounds. Turned of the music immediately – broke the mood. But the SFX are great. I think many game designers underestimate the role of SFX in the creation of Juicyness/Effectance/Kinaesthetics.
I don’t know about the Coffebreak but this clearly worked for me. There are solid mouse controls and just a few key commands to speed things up. Everything looks and feels much more polished than Stone Soup. But of course, there is much less options than in Stone Soup.
Things I liked: Interface works. SFX help making it feel juicy. Levels have a good size even if they don’t have the best randomizer in the world. Multiple difficulty levels ensure a wide appeal. It’s a game to cuddle up with on the couch.
Things I didn’t like: Runs out of ideas fast. Combat is polished but begins to feel repetitive. Eventually you just clear floor by floor by shooting at things. Not much inventory tinkering. Not much resource management. But perhaps I just haven’t seen enough.
AliensRL
Compatible with the MU-TH-UR 6000 system.
The guy, who made DoomRL made also AliensRL. So it’s actually quite similar. This one doesn’t have the tileset or even mouse control. But it has SFX and still feels good. Proof that DoomRL doesnt work just due to Doom nostalgia. And that mouse control isn’t even necessary for polished controls.
Incursion
Inspiring environments. But otherwise, a rather short excursion for me.
After Stone Soup, I knew I wouldn’t get warm with Incursion. I just started it once to see how deep the rabbit hole goes. It goes deeeeeep. I left even before I even died for the first time.
BUT, there is one cool thing I really LOVED. The individual rooms have a lot of flavor. There is a Textadventure-esque description as you enter each room. And it’s not just arbitrary. It actually reflects the design of the room. If the description says that there are vines hanging from the ceiling, you can actually SEE the vines in their ASCII glory.
Things I liked: The richness of the environment. The above descriptions. The level generator seems to be really solid too! I read that the levels are even spatially consistent (stairs in a level above overlap with the stairs with the level below).
Things I didn’t like: Super cumbersome system. Together with the keyboard issues, it’s utterly unplayable for me.
Brogue
Bringing back the “Art” into “ASCII Art”.
I save the best for the end. Brogue caught me off-guard. It looks like yet another RL but it’s a Goldilocks solution for me.
It uses ASCII art but in a beautifully detailed way. Water surfaces glitter. There is tall grass that blocks off your view. You can trample over it. Some enemies give of puffs of poisonous gas that slowly expands in a room. There are even hints of lighting. The level generation is really nice. Just the first levels already have lakes, chasms, hanging bridges. It makes the world very interesting, completely transcending the ASCII technology.
Another interesting thing is that it’s very streamlined and polished. There is no character generation, not even a name. There are full, working mouse controls along side with simple keyboard commands. Both work well. There are meaningful description of items, but not too much noise. No arbitrary lists of numbers and stats. Just the things you need.
And finally, there are actually few, but meaningful enemies. It’s not just an endless hack and slash through hordes of palette-swapped variations controlled by the same, mindless AI. The enemies actually have character. It’s starts simple with rats and jackals. But soon, you encounter monkeys that steal items from you and then run away, the fore-mentioned exploding gas bags, wizard goblins that keep their distance while summoning magic swords and jelly creatures that multiply when you hit them. Sometimes, you can even rescue creatures that have been imprisoned and they become your buddies and fight along your side.
It’s a really nice game that creates a rich and complex world in a very approachable and streamlined kind of way. Very unlike what you see in most Roguelikes.
Things I liked: Smooth interface. Simple stats, little combat. Varied enemy behavior. Varied and dynamic environment. No SFX but still feels alive due to subtle visual and interactive details. Oh an one more thing: each level fits on a screen without scrolling. Somehow, that feels incredibly reassuring. It grounds the world and limits the size of each level.
Things I didn’t like: It’s a matter of taste but I would prefer a little more resource management and inventory tinkering. SFX would be nice too.
Fatherhood
An combat-free approach worth exploring further.
And finally something completely different. Fatherhood is a Roguelike without combat. You must stop a flood from advancing by moving rocks. At the same time, you need to take care of your 3 children. Haven’t played that much so I can’t comment yet. But from what I saw, the idea was intriguing enough.
Speaking of which: I’m still looking for some other Roguelikes that have dynamic environments. I’m especially looking for ones that focus on interaction with the environment and less on combat. Any suggestions?