
Many roguelikes use superficial elements from D&D such as XdY format dice rolls and and AC that gets lower as your armor improves, but Incursion is, to my knowledge, the only roguelike that truly implements D&D combat. It's a unique combat system you won't find in any other roguelike, and very few games in any genre can compete with its squad AI. These abilities are often more valuable than direct stat boosts. There are abilities that interact with movement and positioning, like the ability to move and attack at the same time, or the ability to punish enemies who spend a turn circling around you. You can even exploit high enemy morale - if they think they're sure to win, enemies are more likely to follow you into terrain where you have the upper hand. If you scare them badly enough some enemies will jump off of cliffs to get away from you. If the first orc to approach you gets decapitated in one brutal strike, his friends are gonna be a lot less keen on rushing you down, and they may even make a run for it. There's also a morale system that influences enemy behavior. Most enemies are much weaker than the player character, but the AI is exceptionally good at working as a team and they will try to do things like surround you and block off your escape routes. Sil is primarily about fighting alone against groups. They have different combat, different rules, and different strategies, but since there are goblins and there are dots on the ground they're the same game. Nope, it's because they often keep making the same game. The kind of thing you'd see on advertising posters for movies aimed at teens during that era? The sad thing about this is Rogue didn't even have a Tolkien or DnD theme: the author always said he envisioned a teen wearing sneakers running around in one of those rad 80's type worlds with lasers n' trippy dream monsters n' stuff. Outside of text adventures and roguelikes, are there any real scenes that like ASCii games? The days when ZZT (note it doesn't use dots to represent ground~) was popular have long passed. Text can let you paint any picture you want, and they've stuffed it in a box to die.įrom the development perspective it's a disheartening attitude: ASCii is the easiest way to crank out a game.

* Dungeon and Dragons-esque combat systems. (I believe her name was "little girl" all in undercaps? (googled it: it's "tiny girl")) There should be dozens of those kinds of NPCs in my memory banks from these games, but there aren't. The only NPC I can really recall is the little girl with the missing dog from ADOM. Your player character is a class, an archetype, not a person. * An extreme focus on de-emphasizing characterization and human interaction. Gardening, house-nesting, social parameters, tribe-building. * Putting no strong emphasis on expanding play systems.

"Escape from Jurassic Park" already has your imagination soaring like crazy with possibilities.) (Let's go over a ton of themes that can and should be used: Aliens, Horror, Kaiju, Dinosaurs, Wuxia/Xianxia, Killer Robots From Hell, Isekai, etc etc.

Nothing says "keep the normies out" quite like permadeath. Some holy cows that really make the scene stagnate: Some people want their games to be a very specific way, and get reactionary if someone tries to change anything. Oof, that's exactly the kind of insular attitude of the community I'm talking about. Two weeks ago I called Void Terrarium a 'roguelike' and almost immediately someone jumped down my throat to inform me it was actually a 'mystery dungeon' (a term I have never heard before in my life)
