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Roguelike Games and Difficulty levels

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by , 03-28-2014 at 01:47 PM (2070 Views)
Roguelike games are making a comeback.

Why this is? Your guess is as good as mine, but man, am I glad that they are.

With recent additions to the genre, like The Binding Of Isaac and Rogue Legacy, roguelike platformers are making a random comeback into indie gaming.

Now, let me explain what Roguelike games are and why they are amazing.

A roguelike game is a platformer that harkens back to the retro days of very limited lives, randomly generated terrain, and insane difficulty levels.
Storyline was optional, and boy, did everyone have fun with those games. Fun, of course, is inclusive of the fits of rage they have been known to induce. Difficulty is one of the main reasons these games are so good.

It was nigh impossible to get everything you could out of a roguelike game in the first playthrough. This leads to high replayability factors, and an addictive need to win at least once.

Of course, gameplay is the entire axiom of this genre. With little to no dependence on storyline, the complete user experience is based on how much fun/how challenging your core gameplay is. There are good and bad ways to go about creating a good difficulty level.

For example, when you die in a game, you want it to be your fault, not the game's fault. If you die because you made the stupid decision to rush into a gaping pit, that's your fault. If you die because the game spawns you over an enemy, that's the game's fault, and both annoys and angers players.

The Binding Of Isaac is a near perfect example of how a roguelike game should be. Insanely difficult, funny in it's own, dark way, and has extremely addictive gameplay.
Combine that with a small price tag, many free updates and one paid DLC, and you have a cocktail of fantastic premises combined to make one heck of a game.

Updated 04-01-2014 at 01:55 PM by Nerevarine