this post was submitted on 20 May 2026
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[–] StillAlive@piefed.world 5 points 2 days ago (2 children)

That's exactly what he's saying. He's tired of getting proposals for way too many rouguelike deckbuilders and nothing else.

And that's a roguelike deckbuilder problem," he went on. "I'm sorry if anybody here is making a roguelike deckbuilder. But that genre is is too narrow for you to differentiate far enough from anything else, right? Genre is a misnomer. Roguelike isn't a genre. Roguelike can be anything. It can be an FPS or a deckbuilder, anything. If you tell me, you have a roguelike game, I have no idea what you're making."

[–] Fandangalo@lemmy.world 9 points 2 days ago (1 children)

I think the other poster is highlighting the semantic difference of rogueLIKE (copies Rogue’s mechanics closely) with rogueLITE (a general game design pattern with randomized content).

You both agree on the sentiment & general ideas.

[–] warm@kbin.earth 1 points 2 days ago (3 children)

Roguelites dont even make sense, I "progress" but now I have diluted my item/card/gun/whatever pool?? Upgrades should be upgrades, not new things imo.

[–] Fandangalo@lemmy.world 2 points 2 days ago* (last edited 2 days ago)

It’s a good point to bring up that there’s a paradox. In my experience, these games seed you with the weaker options, so new options are more exciting than the existing. Not all options are typically equal, and some options are niche or expected to combo with something else (see Mark Rosewater’s classic article on “bad cards”). Some games (Megabonk) also let you modify the pool, which is a neat solve.

[–] webpack@ani.social 1 points 2 days ago

it's less of being "upgrades" and more of a way to show you a portion of the item pool at first, then as you play it dripfeeds more content. it's the difference between studying 100 flashcards at once vs 5 groups of 20 flashcards.

imo roguelike should mean there's no strict upgrades, and roguelite should be reserved for games that do have permanent upgrades (rogue legacy, hades, etc). however some people want to keep roguelike as a term that literally means the game is like rogue.

[–] Laser@feddit.org 0 points 2 days ago (1 children)

A good roguelike will add unlocks that are more specific and niche than what's usually in the game that allow experienced players to play the game differently. I think a good example would be Noita's later unlocks, like the requirement family of spells (Greek letters are technically locked, but even in unlocked saves, most players just kill the alchemist to get some of the spells, which is also the unlock condition). Balatro only has two really unlocks with blueprint and brainstorm, the rest in my opinion don't do that much as these two. They're not bad (bloodstone is very good with dice for example) but they're not strictly better or worse than starting jokers. They just enable the player to play the game differently.

[–] warm@kbin.earth 1 points 2 days ago (1 children)

Sometimes you want a specific build as you are learning, but now you unlock some new thing that has no synergy with anything else or has some niche use and it's diluted the pool making it harder to build what you wanted.

I'd prefer games like this have toggles or some other mechanic that can allow upgrades without making the game harder. Slay The Spire is a good example, I love the game, but I'd rather not unlock some stuff. Or Gunfire Reborn, you have to roll stats on weapons, but then you unlock more weapons, so now you have a harder time finding the gun you want, let alone one with good stats on. Bad design imho.

[–] webpack@ani.social 0 points 2 days ago (1 children)

imo once you unlock everything that is the "complete" game, everything before is just the tutorial where they don't show you every item. by showing you a subset of the items at first you learn a few synergies, then over time you can incorporate the newer items and learn new strategies.

I'd argue good roguelikes aren't just "make a build" simulators. if you play sts2 just pick every card that says shiv on it, you can probably win in the easy difficulties but in harder ones you will get screwed (especially since some enemies hard counter specific strats, you want a deck that can handle any enemy). in good roguelikes you can't plan a build ahead of time (if you want to win consistently) and have to make the best build with what you are offered, which could be an op shiv build but if you see the building blocks for something else you should go into that direction.

if you do want "make op build simulator" (nothing wrong with that), then I'd recommend nova drift (I haven't played in many updates though) or risk of rain 2 with command artifact enabled.

[–] warm@kbin.earth 2 points 2 days ago (1 children)

I mean in STS2, you can just get fucked from the seed. It's a roguelite though, not a roguelike. I get the whole, "unlock the full game" thing, but it doesn't mean I don't enjoy a subsection of it and would like an option to play that. Some things you unlock are just worse or so extremely niche that you'd never really use them anyway, they are just there to stop you getting the stronger stuff more often.

[–] webpack@ani.social 0 points 2 days ago

I feel like in sts2, most unlocks are quite strong and very pickable. not saying skill issue but maybe you need to experiment more. on average the new items probably make the character better rather than worse.

like I'm reading through the unlocks right now and without them these characters don't feel complete, some builds have their big payoffs locked (like accelerant, sword sage, flak cannon). maybe right now you don't understand where these cards fit right now but there are a ton of builds these unlocks enable.

they might add something in the future that lets you test out specific builds tho.

[–] HarkMahlberg@kbin.earth 2 points 2 days ago

I sometimes like to play a little mental game, "what if I saw this exact quote but it came from a random Internet commenter instead of an industry person/celebrity?" It sometimes helps remove my emotional reaction to the statement get to the rub.

And in this case, if I saw this as a random forum comment, I'd actually be inclined to agree. As a consumer, the emphasis on marketable words like Rogue li[tk]e, Souls li[tk]e, dilutes my understanding of what you're trying to sell instead of sharpening it.

When are we gonna get the Fear and Hunger li[tk]es?