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=== Roguelites === "Roguelite" is a highly subjective term, much like [[Retroclone|"OSR"]] or pretty much any other /tg/ category. As a rule of thumb, the further the gameplay is from "randomly generated deathtrap labyrinth with turn-based combat, collectible piles of unidentified loot and no persistence between games<ref>Some definitions allow for starting choice, item pool, and branch choice unlocks as being within the definition, so long as every run is essentially a completely new thing--in other words, "if Binding of Isaac did it, and you're still turn-based, it probably still counts as a Roguelike".</ref>", the more likely it will be considered a roguelite instead of a roguelike. *''[http://www.ftlgame.com/ FTL: Faster Than Light]'' :Babby's first roguelite. Currently popular due to regularly being on special offer on Steam, this multiple award winning game describes itself as "a real time roguelike-like IN SPESS". A good way to ease into the genre. *''[http://www.spelunkyworld.com/ Spelunky]'' :Indiana Jones, the roguelite. A platformer where you take the role of an explorer braving the depths of a mysterious and deadly temple looking for ancient treasures to <s>donate to a museum</s> hawk at a pawn shop. *''[http://www.failbettergames.com/sunless/ Sunless Sea]'' :A maritime roguelite available on Steam. Should appeal to fans of the works of [[H.P. Lovecraft]]. *''[http://www.cellardoorgames.com/roguelegacy/ Rogue Legacy]'' : A 2d platformer with randomly generated levels that refresh each time you die. Three things move it slightly away from even a "Realtime Roguelike": You can directly gain in power after each run (unlike, say, Binding of Isaac where you merely unlock new possibilities), the fact that it's a 2d platformer, and the fact individual rooms are completely non-random (although the layout of the overall dungeon is, other than a few constants (the dungeon is always below, the attic above), completely randomly generated). What moves it more closely to a Roguelite is it's most unique feature: You must pick from among three randomly generated characters for each run, and that each character after the first has at least one [http://rogue-legacy.wikia.com/wiki/Category:Traits trait], chosen from among many; these Traits can be beneficial (eg., one trait makes it so that you don't set off floor spike traps), negative (eg., one trait makes it so your health is hidden from you), both (eg., one trait makes you tiny, allowing you to dodge more easily and get into small passages, at the cost of a much reduced sword swing), or purely cosmetic (eg., one trait makes you bald, and two others make the game sepia-toned and greyscale, respectively). Whether this game even counts as "Roguelite" is a matter of some debate, but for our purposes, it marks a good line of demarcation: if a game is more different from ''Rogue'' than ''Rogue Legacy'', it's probably not even a Roguelite. *''[https://roguelegacy2.com Rogue Legacy 2]'' : Sequel to the above. We hesitate to say "more of the same", since it brings a lot of metroidvania features to the table. Still more or less static rooms, but it does mix things up in environments, classes, upgrades, and even randomness. So we guess we'll say "More of the same, but more as well"?
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