That hook has lead more and more to explore the boundaries of
roguelike game design.
Think of these as three legs of
the roguelike game design triangle - each of which can not stand unsupported without the others.
Not exact matches
It loses marks because despite the true random element in loot spawning and level
design, it lives in the shadow of far better
roguelike games like ADOM, Nethack, Transcendence and the innumerable mods of these
games which took interaction with the
game itself to a whole new level.
This
roguelike action
games has a deep combat system and a very well
designed structure.
And in its construction, I ended up using a good number of
roguelike design concepts to make a
game that no one would mistake for a
roguelike.
Though I've become increasingly soured by
roguelike games that sacrifice intelligent level
design for algorithms, this format doesn't hurt the
game in this instance, with it instead allowing a team to employ a strategy both inside and outside of the arena.
Here's hoping these don't jar against the more explicitly
game - like elements of We Happy Few's
roguelike design.
I feel like there's a lot of room left to try out new
game designs, while using the moment - to - moment of
roguelike gameplay as a foundation.