The last 4 years have been the era of the roguelike for me. Starting with Hades, I have now played the following roguelikes.
- Hades
- Enter the Gungeon
- Card Guardians
- Slay the Spire
- Vampire Survivors
- Luck be a Landlord
- Dicey Dungeons
- Pokemon Mystery Dungeon: Rescue Team DX
- Dead Cells
- Downwell
- Solitairica
- Balatro
- Shovel Knight Pocket Dungeon
The most interesting thing to me about this genre is how
little like a genre it is. It’s almost like saying you like sports, but within
“sports” you have competitions as diverse as track and field and table tennis.
That’s not a great example, as the more direct comparison there would be
between “sports” and “video games”, but I think it makes the distinction well
enough. Hades and in some ways has far more in common with Diablo than
with Slay the Spire, but there is an undeniable similarity between Spire
and Hades that makes bunching them up understandable. I think the
best understanding is that roguelike games cannot exist as a genre on their
own, but only in combination with another genre to complete the picture. And
here, I’m not really speaking about the original roguelikes, but more what the
genre has come to stand for in the modern era (roguelites – which all of these
are). Roguelikes are thus the video game emulsifier, taking a creative
combination of features and melding them with different genres to create
something that is greater than the sum of their parts.
So, what are the elements that make up a roguelike? I’m going to stick to the essentials, realizing that there are always different definitions and features. If you disagree, that’s fine.
- The environmental challenges you face must be unique and different each time you do a new run.
- Death happens to you, and you must return to the earliest part of the game after each death.
- Characters must grow stronger, but there needs to be substantial luck involved in which upgrades become available each run.
And that’s it! Probably.
So that’s what makes a roguelike, but what makes a great roguelike?
And which of the roguelikes that I have played are the best roguelikes?
1.
Engaging mechanics
The game must be fun to play. Period. You can slap the above
features on a game, but it doesn’t make it good. The other mechanics that are
added to the roguelike framework just need to be nailed.
2.
Death must be established as the
normal end for new players
These games need to be difficult, necessitating significant
skill development along the way to result in victory.
3.
Lucky options need to be available
to make extremely memorable “godlike” runs a possibility, even for new players
Everyone needs to have a little encouragement to persist in
a challenging environment. A great roguelike makes it possible that even new
players get a taste of what it means to be unstoppable, even just for a short
period of a run.
4.
The environment must have a wide
range of challenges that make each run unique
No one wants to see the same stuff every single time. Vary
it up!
5.
The available character upgrades
must have a wide enough range of options to make identical runs impossible or
nearly impossible
Every run must challenge your brain to craft a unique path
through the challenges with your available resources.
6.
Must be tuned to allow a wide
variety of available strategies to complete the game
This doesn’t mean that you can’t have a favorite approach or
one that works for you. Or that there can’t be a tier list of stronger or
weaker strategies/upgrades. But there should be few “useless” upgrades and a
lot of hard choices along the way as you are presented with a wide range of
powerful upgrades, all of which you can credibly use to overcome the challenges
that lie ahead.
7.
Synergy, synergy, synergy
Your upgrades must have synergistic interactions that raise
or lower the value of individual items/stats/equipment depending on your
current build. This creates an incentive to think critically about upgrades
rather than always snap grabbing a few overall dominant improvements whenever
they’re available.
8.
Strong presentation value
The game should look and sound nice.
So, let’s go ahead and rank the roguelikes I’ve played
according to these standards. I gave each game a score in each category from
1-5. If 5, I think it’s the best I could expect in this category, if 1, I think
it’s little to no effort.
|
Game |
Fun |
Challenge |
Luck |
Diverse Env. |
Diverse Char. |
Diverse Strat. |
Synergy |
Presentation |
Avg. |
|
Slay the
Spire |
5 |
5 |
5 |
4 |
5 |
5 |
5 |
2 |
4.5 |
|
Balatro |
5 |
3 |
5 |
2 |
5 |
3 |
5 |
5 |
4.13 |
|
Enter the
Gungeon |
5 |
5 |
4 |
3 |
5 |
2 |
3 |
4 |
3.88 |
|
Hades |
4 |
4 |
2 |
2 |
4 |
3 |
4 |
5 |
3.5 |
|
Dead Cells |
4 |
4 |
4 |
1 |
3 |
2 |
4 |
4 |
3.48 |
|
Vampire
Survivors |
5 |
4 |
5 |
1 |
2 |
2 |
2 |
5 |
3.25 |
|
Luck be a
Landlord |
3 |
2 |
5 |
1 |
2 |
3 |
5 |
4 |
3.13 |
|
Shovel
Knight: Pocket Dungeon |
3 |
4 |
3 |
2 |
3 |
3 |
2 |
4 |
3.00 |
|
Dicey
Dungeons |
3 |
3 |
1 |
2 |
2 |
2 |
1 |
4 |
2.25 |
|
Card
Guardians |
2 |
2 |
4 |
1 |
3 |
1 |
2 |
3 |
2.25 |
|
Solitairica |
3 |
4 |
1 |
1 |
1 |
1 |
2 |
3 |
2 |
|
Downwell |
3 |
3 |
1 |
1 |
1 |
1 |
2 |
4 |
2 |
|
Pokemon
Mystery Dungeon: Rescue Team GX |
2 |
2 |
1 |
1 |
2 |
2 |
2 |
3 |
1.88 |
To no one’s surprise, Slay the Spire reigns supreme,
and I would suspect it always will. I could think of some ways in which it
could be a bit better. Maybe the upcoming sequel, a guaranteed day one purchase
for me, will improve on the game. The animations are pretty weak and the challenges
do get a little repetitive at times. But the fine developers at Mega Crit
absolutely crushed it in every other category. I played it first in 2022, and I
still play it pretty much every day. I don’t think there’s any question that if
I was picking a single desert island video game, this would be it. I think
there are some other games that are better, strictly speaking, but this is the
game that has the best single player replayability of any game, ever.
Balatro, which I am in the middle of playing, slots
in right behind Spire at number 2. I knew I would love this game, and
was delighted to have it show up on Playstation Plus this month. Hours later,
and I see what everyone has been talking about! I love poker, I love
roguelikes, and I love deckbuilders (whether in video game form or not). Balatro
checks a ton of boxes with some of the craziest synergy I have ever seen in
a roguelike.
The biggest edge that this game has from a design
perspective is the uncertain buildup when you submit your hand but are not sure
how many chips you’re going to end up getting. It’s like the tension of
watching a three pointer launch and feeling the Schroedinger’s cat of success
and failure in real time. In Balatro, you can do some mental math to put
yourself in the ballpark, but the game simultaneously simplifying and obscuring
the outcome into a series of chimes and rolling numbers and flames gives it a slot
machine type of feedback that gets its hooks into you and won’t let go.
In many ways, Spire and Balatro are opposite
ends of the roguelike spectrum. Spire opts for the more calculated,
intellectual, board game approach, eschewing visual polish in service of
maximum strategy and precision. Balatro lets the chips fly and embraces
the flash and chaos of Vampire Survivors and Luck be a Landlord. Both
are phenomenal.
The crazy thing about all these roguelikes is that I enjoyed
every single one of them, even those that are ranked low on the rubric. There’s
something about the roguelike emulsifier that scratches my lizard brain, and I
can’t wait to dive into a few more in the next few years! If you haven’t given
any of these a shot before, pick one that has an underlying control scheme you
like, and try it. Love hack and slash? Go Hades! Poker/traditional card
games? Try Balatro. Love deckbuilding board/card games like Clank or
Legendary? Give Spire a go. Twin stick shooters? Enter the
Gungeon. There’s something in this genre for everyone. Jump on board the
train, my friends!
-TRO