Favourite roguelike

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What is your favourite roguelike game?

NetHack
11
25%
Larn/Ularn
0
No votes
ADOM
13
30%
Crawl
7
16%
Other
13
30%
 
Total votes: 44

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The Cosmic Gerbil
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Favourite roguelike

#1 Post by The Cosmic Gerbil »

Yay I'm the first to post in the new section. Thanks for making it DG :D

OK, I've done a search and I don't think this has been done before...

What is your favourite roguelike game, not including any Bands, or ToME or any mods.

My favourite is NetHack because:

The 32*32 tiles are so cute ;)

You can have pets and tame monsters

You can rob graves and shopkeepers

You can play as an archaeologist.
Cosmic Gerbil (r)

EricDerKonig
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#2 Post by EricDerKonig »

The only one I've played is Nethack, so I guess I have to vote for that.

Opalius
Halfling
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Location: Denmark

#3 Post by Opalius »

Same here. And that's years ago.

I've never even heard about the other ones. Not sure if they work with mac either.

Yottle
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Location: West Virginia

#4 Post by Yottle »

Rogue (mctesq was here) was my favorite. It is perfectly balanced- almost (but not quite) impossible to win. It requires luck and a careful balance between diving and exploring. A winning game only lasts a few hours, but I would be lucky to win more than once a year.

I thought Urogue and Superrogue were interesting, but I didn't get to play them much.

I liked Larn, but it was not very interesting after I won it a few times.

Hack was OK, but I don't remember it very well.

Nethack got too silly, and they kept adding more dungeon levels to make it harder, but it just made it more tedious. I would generally play until my character got to around level 15 and then quit.

ISNorden
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#5 Post by ISNorden »

My "other" choice is the Ragnarok game: it's a spinoff of Nethack, with an extremely loose Nordic theme. In fact, Ragnarok was part of my inspiration for Norseband. ("Come on, if I had help with the coding part of development...I could supply the ideas for a true-to-myth Norse roguelike!")

Thematic quibbles aside, I'd rate Ragnarok a 7 on a 1-10 scale. How did I choose that rating? Well...

The good stuff: lots of gameworld to explore, lots of cool items (including a rechargeable Wand of Wishing!), lots of hidden player advantages, few character stats to keep track of, a graphic user interface (some choices can be made by mouse clicks instead of key presses). And last but not least, a manual to explain all of the above...

The bad stuff: a steep learning curve (it took about three real-time weeks before my characters survived 4th-5th level!); several annoying bugs (including unpredictable screen freezes), hard-to-cure player conditions (insanity and petrification are worst!), gold which has actual weight (making great items unaffordable for much longer!), no racial distinctions (unless a player polymorphs his character)...and some deadly-but-sneaky monster attacks. (I hate giving spoilers, but one specific monster can delete items from both carried/worn inventory AND the future item-generation list for that character.)

P.S. The absolute worst bug in the game: a 1st level character that was killed at birth by a fire trap in the village (generated right under me before I could react). :evil:
Ingeborg S. Nordén
(isnorden@gmail.com)

Zonk
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#6 Post by Zonk »

I voted ADOM. Yes, it has his flaws, but it is quite original and allows for lots of different approaches. I particularly like that skills can increase by practice(something realistic that I'm planning to add in some module in the future, altough it will end up being a lot of work)and that you can get these 'talents'which are kinda like d20 feats. A shame it's no longer being developed. On a 1-to-10 scale, I'd rate ADOM 8.0 - excellent, but could be better(like any other good game, I guess).

AnonymousHero
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#7 Post by AnonymousHero »

Right now, Entroband is my fave. The good:
  • Randomized time: This means that there is a certain amount of randomness in when you (the player) get to move and when monsters get to move. This prevents really silly tactics like pillar dancing and such. It also means that monsters sometimes get double (or even triple!) moves on you -- and vice versa.

    Monsters targeting squares that are adjacent to the player: This prevents anti-summoning corridors from being a panacea (though they're still useful and necessary) against anything that doesn't have wraithform or kills walls. Nuff said.

    Learn-by-doing for weapons and certain skills: This means that you cannot become ridiculously skilled in the use of, say, Long Swords, without ever having laid you hands on one.
Some of the bad:
  • The fact that good and evil creatures of battle each other in the dungeon. While it adds to the Entropy part of Entroband it can be very frustrating if a summoning battle between angels and demons gets out of hand.

    The lack of antimagic fields. I just love those in ToME/Furyband.

tomknight_ic
Yeek
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Joined: Thu Sep 14, 2006 8:58 am

Moria!

#8 Post by tomknight_ic »

Moria's a fine game, increadibly fustrating due to its lack of modern rogue-like capabilities - the version I have doesn't allow for targeting, so you can only shoot in one of eight directions, and if the monster's not there you'll have to do something else!

Never beaten it, and I never expect to. This is the only rogue-like in which I save scum...

URW
Low Yeek
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Joined: Sun Feb 25, 2007 11:56 am

#9 Post by URW »

UnReal World

This game is very friendly at new player, because it have campaings which teachin many different skills at player. Check homepage, you find there information for this game and there's also forum for UrW-players.

I think ToMe is almost better, but I'll tryin learn how to play that, because I can't find any manual or some like that.

synticha
Yeek
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Location: Nakkila, Finland

#10 Post by synticha »

Well... I voted ADOM because its good indeed... But i like URW too, cause its made by Finnish guys and im from Finland! 8)

Popo
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#11 Post by Popo »

I'm a big Roguelike fan, here's my views in order of preference

1st: Dungeon Crawl Stone Soup
I love it. it's got depth and a nice skill system, yet it's one of the simplest Roguelikes for me to get into.

it has pretty good in-game documentation, and I love the classes, they're very original, and even the more traditional classes are well-made; Barbarians are cool in Crawl, Fighters are good, Mages are really nicely made; you can be an all-rounder or focus on one school, and with a lot of customization for specialists, and the Transmuter is currently one of my favorite classes in a Roguelike. it has a wide selection of races, too. I feel all major types of roles are well-represented in this game.

also, the fights can get fairly intense really fast, which I really, really like in a Roguelike. it's just really good all-around.

it's downsides:
no Mindcrafter-type class
Spears are slightly gimped compared to some of the other weapons
Short Swords are really gimped (except for Daggers, stabbing makes up for it.)

(close) 2nd: Nethack
when you say "Roguelike," the first game I think of is Nethack. it's the classic Roguelike, in my opinion. it's got a nice and simple skill system, and some good classes. it's got really good item interaction, interesting Artifacts, noteworthy enemies, a good intrinsic ability/corpse system, interesting ranged fighting, a very classic Wizard role, food plays more of a role in Nethack than in other games, a good dungeon layout; an all-around well-made game.

I especially like the Knight class, I feel it and the conduct system is what sets Nethack apart.

downsides:
some weapon types are utterly gimped and practically useless
some artifacts are actually horrible to get because they make it harder to wish for more artifacts
I HATE how the game doesn't tell you what a weapon's damage or an armor's effectiveness is
there's not enough races and there's almost no reason to be any other race but Human (only Rangers and Wizards have any reason to be Elves) the religion system is a bit too basic to me (I love multiple deities)
the fighter classes are so similar.

I mean, sure, Crawl has 2 fighter classes that are practically clones, but in Nethack, the Barbarian, Caveman, and Valkyrie are practically the same except for artifacts and an intrinsic or two, but you can wish for artifacts and gain intrinsics.

also, I personally dislike the inclusion of the whole "Sokoban" thing; sure, it's fun, but I have to do it every time?

(despite all this, I'm a big Nethack fan, and recommend it to others.)

3rd: Iter Vehemens ad Necem
despite it's flaws, it's really fun and innovative. it uses a limb system; enemies attack your limbs and you attack theirs (randomly,) which could result in survivable things like losing an arm, or deadly beheadings. what makes it fun is that you can get new limbs made out of various materials like crystal, iron, spiders' silk, or even angels' hair.

another thing that improves the atmosphere of the game is sometimes having to resort not just to cannibalism, but the eating of your own limbs for survival. it really gives the "survive at all costs" feeling; even vomiting and laying banana peels plays a role in your tactics.

another thing that sets it apart is that the Gods and Goddesses have very unique effects, but you're not limited to just one deity. in general, it's better to stick with an alignment "range"; like Lawful ++ to Lawful, for example.

also, it has the coolest explosions in a Roguelike, in my opinion, and one of the coolest artifacts ever because it can cause said explosions. also, the Whip of Thievery is interesting. the other artifacts are cool too.

best of all, the game never becomes too easy. as you get more powerful, your enemies do too, but even moreso than in your average Roguelike.

downsides: no character classes, you're simply a slave
you can't cast spells (but in my opinion, the well-made prayer system makes up for this; a few deities have really cool, spell-like effects)
extremely hard. I'm all for difficulty in a Roguelike, but not to the point where only a VERY small handful of people have actually beat it.

the rest of these are in no particular order; they're ones I haven't really played long enough to know a lot about, but left distinct impressions.

Dwarf Fortress
pretty cool game. think Roguelike meets Sim City, in a way.

Adventure mode is the Roguelike portion of the game, and while it really lacks depth (there seems to be no magic whatsoever; no Staves, Wands, Rods, Potions, Scrolls, or spells,) it has a really interesting Wrestling system; rather than unarmed fighters being only able to punch enemies, they can get them in locks on a limb, then break that limb, or gouge out eyes, or choke the enemy.

Swords and other sharp weapons get stuck in your enemies, so you can either twist them around in the wound to cause pain, or pull it out through Wrestling. Hammers and Maces are cool because they can launch your enemy several squares away by sheer force, often making them explode in a gory scene of guts, limbs, and brains. :D

the other mode is more of a Sim City-like, where - you guessed it - you're helping a bunch of Dwarves build a Fortress. it's really fun, and is probably the game's main draw. I didn't play it long, but it was really nice.

downsides: all that really can be said about this game is it lacks depth, in items and abilities. it's a solid Roguelike if your favorite classes are Warrior and Monk, though.

Incursion
it's a pretty new Roguelike based on the D20 system of Dungeons and Dragons' fame. already it's showing a LOT of promise. it's not exactly like D&D, though; armor is done differently, and some classes aren't in D&D, but I think this is a good thing, because if you wanted to play D&D, you'd just play D&D, but this game has it's own unique feel.

even more unique about it, is Prestige Classes: when you reach certain requirements, you can change your class to a totally new one, like Alienist, Tattoo Mystic, or Blackguard. I've never really seen this outside of Strategy RPGs like Tactics Ogre or FF Tactics.

downsides: it's quite obviously not complete, being in alpha stage. sometimes the game will just crash for no reason, lots of skills, feats, and abilities unimplemented
pretty brutal RNG; the first level can be laughably easy or downright unfair
Fighter classes are gimped, especially heavy armor builds; even the game's developer admits it
Rogues are the most powerful class (some may like this, and I'm not completely against it, but Rogues aren't even "combat-first" classes; to me, a Heavy Armor/2-handed weapon Warrior should dish out more damage than a Rogue
can be hard for a newbie to the D20 system to get into

Ancient Domains of Mystery
this game is pretty good. it's got a random-battle system while you're in the wilderness, giving it an RPG feel. it's got lots of classes and races (fewer than Dungeon Crawl,) and some races and classes are unique to ADOM, which is good. all in all, an above-average Roguelike.

downsides: pretty hard. getting ambushed by 12+ monsters at level 1 isn't pretty
has lots of classes, but Dungeon Crawl has almost all of them and more
Necromancers are gimped for some reason

Angband
really long game, good, solid classes, big dungeon, and has a town. pretty good, pretty good.

downsides:
whips are the most powerful weapon, practically, which doesn't make sense to me
no pure Archer class
first few levels are way too easy
the levels being so large can be a bit daunting

ToME
I'm loving it so far. really LOVE the unique classes, has decent races, and a big world plus big dungeons. having lots of fun with it, and I actually made it to level 7 on my first real attempt, yet it wasn't too easy, either. quite nice. so far, I'm liking this game enough to feel it's superior to Angband.

downsides:
skill system can be very confusing for newbies
quests can also be a little bit confusing

in short: try ALL of the Roguelikes I mentioned, they all have their own unique flavors. in my opinion, there is no /best/ Roguelike; they all have their own strengths and weaknesses that make them unique.

Rab
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#12 Post by Rab »

So TOME isn't a Roguelike anymore? I mean, if ADOM made the list....

I like UnrealWorld a fair amount, though not enough to buy the full version. I think the graphics would have been better served with ASCII than with rather poor pixels.


ADOM is also decent- more plot than most Roguelikes, which is always nice, but, on principle, I can't call it my favorite- not open source.


Nethack is great- everything, including the kitchen sink (several, in fact).

feathin
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Re: Favourite roguelike

#13 Post by feathin »

Rab wrote:So TOME isn't a Roguelike anymore? I mean, if ADOM made the list....
The Cosmic Gerbil wrote:What is your favourite roguelike game, not including any Bands, or ToME or any mods.
*Child of Feanor*

Rab
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#14 Post by Rab »

Ooops. My mistake. Thanks for clarifying.

IckyThingBane
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#15 Post by IckyThingBane »

Mine has to be The Valley, just because it's the first I ever played and started my addiction. That must be 20 years ago now :shock:

Maybe it's time to fish my BBC Micro out of the loft and dust it off...

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