This decade has done a lot for the rogue-like genre among indie and mainstream developers. Building on the success of Spelunky and the Binding of Isaac, roguelikes, souls-likes, rogue-lites, and possibly more connotations have sprung up. The subgenre has become immensely popular with indie devs all trying to make the next big success, and it has caused a hotly debated discussion for every new game: what’s the difference between a rogue-like and a rogue-lite?
While some use this to troll, there is an actual game design discussion to be had here, and what we’re going to break down today.
For this week’s cast, I spoke with Adam who is the lead designer over at Windy Games on his studios first major title Miasma Caves — a pacifist rogue-like.
Shattered Planet was the first title by developer Kitfox Games and their goal was to create a rogue-like on the less serious side (see also Dungeons of Dredmor.) While it’s a great first title from the studio, Shattered Planet does stumble in the rogue-like department due to what sounds like a strange complaint of too much Meta game design.