Roguelike vs Roguelite
- Roguelike: Everything is lost upon death. Difficulty is a flat line, remains the same every playthrough. A high skill player has no barriers to win. Failed runs may feel like a waste of time as nothing is carried to the next playthrough besides player experience. A good way to solve it is by making failed attempts unlock something to be added to the randomness of the game. The stuff that is unlocked cannot be stronger than previous available stuff or the game will feel easier.
For example:
Initially each time the player opens a chest he can find either a sword or an axe. After the player kills a specific enemy, a bow will be added to the pool of items that can be found inside chests in subsequent playthrough. This will keep the game fresh and give the player a sense of progression.
- Roguelite: Gradual upgrades added each playthrough will make the game easier over time. Success is less about skill and more about grind. A failed playthrough will still feel good as Upgrades = Dopamine.
Run Based Gameplay: Random generation of levels + Permadeath makes every run feel fresh. Rewards understanding game elements instead of memorising encounters.
Design with Optimal Play in Mind: With time all players will become skilled enough to enjoy it.
Limit Grinding: Some sort of anti grinding mechanic present to stop players from cheesing the game. Perhaps after a few turns deadly enemies will spawn?
Berlin Interpretation
Requirements for a game to be a traditional Roguelike
- World only takes action when player does. Allows for planing.
- Random dungeon generation
- Permadeath
- Non modal gameplay, everything unlocked from the start
- Rules apply to the world just as much they apply to the player (stuns, buffs, etc)
- Limited resources
- Hack and slash
- Items with stats (rpg like)
Sources:
The Evolution of Roguelike Design - How Rogue led to FTL, Spelunky, and So Many More ~ Design Doc
Roguelikes and the Modular Genre
Solving RNG abuse in roguelikes