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General Discussion / Re: Things that made you go "WTF?" today o_O
« on: April 11, 2014, 11:20:47 am »
Except Rogue Legacy has considerably more in common with roguelikes than just the random generation. Going by, say, the Berlin interpretation, the game also shares permadeath -- albeit one with inheritance and whatnot (which, hey, isn't exactly too far off from, say, ToME4's unlocks, particularly stuff like the transmog chest.) -- as much non-modality as something like ADOM, sufficient complexity, resource management, hack'n'slash focus, and a strong exploration and discovery focus. It's not turn or particularly grid based, but... eh. That's pretty much every high-value factor, and it hits most of the low-value ones, too. It'll fit pretty well with other RLs for most definitions that don't explicitly require turn based or ASCII or something silly like that, really.
Legacy's a roguelike roughly in the same way Spelunky is, y'know? Or something like Red Rogue, or Wazhack. Which is to say it is one. Non-traditional, sure, but the shoe still fits snugly.
Legacy's a roguelike roughly in the same way Spelunky is, y'know? Or something like Red Rogue, or Wazhack. Which is to say it is one. Non-traditional, sure, but the shoe still fits snugly.

Mages are tough, yes, but I've never seen one with more than a handful of persistent enchantments. Unless I wiped them too fast to even notice such things, heh. Note I usually play a climbing lizardman monk with incredible speed/attack speed so anything without armor or damage negation [or specifically countering spells] gets shredded easily.