#not everything has to be a roguelike to be cool and have replayability
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some of u bitches gotta stop tagging stuff as roguelike on steam if it doesnt have PERMADEATH and PROCEDURAL GENERATION with GAMEPLAY THAT RELIES ON GENERATED STRUCTURES then i dont want to even BEGIN to hear it
#im. ok im a tradrogue player so i dont even like it (but begrudgingly accept) games like minecraft hardcore mode and tboi)#but yeah some of u guys say roguelike when u mean roguelite (its usually bc u have some sort of upgrades between sessions)#and procedural generation does not automatically mean roguelike. gameplay should be significantly altered by structures to quality#*qualify#dcss combat in a wide room is very different from corridors and thats why there r so many vaults and branches with different generation#-mechanics and layouts#thats not the same as slapping a few obstacles with little to no effect on gameplay#i think i have different opinions than a lot of other people but i was playing roguelikes before it got a tag on itch io..#not everything has to be a roguelike to be cool and have replayability#and replayability does not mean a game is good#but yeah i need to find more tradrogue stuff#vidya tag
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one of the reasons i enjoy griftlands is that it is one of the few games that represent social interactions as just as complex as physical combat. each social encounter pits your thesis against their antithesis, and arguments, reputations and resentments, doubts and faiths, all appear as a constellation of points of attack and cards to deploy.
this is really different from most roleplaying games where social encounters are usually just having a high enough social skill or uncovering the right information or items to unlock the right dialog lines.
the only other game i can think of where social encounters have as robust a system is renowned explorers, which also has the cool element where you can take friendly, devious, or hostile actions and it changes both the social combat (e.g., if your team is being friendly, you become resistant to mean and deceptive actions but very vulnerable to physical attack) and outcomes (e.g., ending an encounter befriending the locals may have them lead you to their town, while beating them up will just have them run away). this is something that is dissonant with griftlands, you can berate people into submission or charm them but the outcome is the same.
but outside of that dissonance, there are really cool flavor pieces in griftlands, like if you tend to kill people, the game may drop a card in your negotiation deck to represent your notoriety, so when you draw the card in a negotiation, it automatically weakens your diplomatic overtures: your opponent doubts a killer is truly so friendly.
one of my favorite favorite mechanics is the relationship system in this game. characters that like or dislike you will pop up as a bonus or penalty in social encounters (they're heckling you from afar, so your arguments take more damage), but they don't care enough to join in actual fights. when you get a character to love you, you get a persistent bonus, like good rumors about you follow you into all your social encounters; a character that hates you gives you a persistent penalty, like making members of a faction stronger when they get into a fight with you or making all shopkeepers charge you more. this approach is just more of how this game is so good at gamifying social relations.
everything about this makes the game so much richer compared to most deckbuilder roguelikes. everything feels less disposable. helping a friend may injure you, dropping a blank Injury card that clogs your hands in your deck, but then they love you and you get a cool unique bonus. each character has a profile that persists between runs, so you can see and remember what their love gets you, so you may want to see what happens when you piss them off, or kill them for their special item.
but because the characters persist between stories, even though their placement and role are often randomized, there is less replayability than most roguelikes, imo. you naturally hit a point where you see everything the game has and the familiar pieces stop coming together in unique combinations. a majority of the characters are also sneeringly cynical, so your interactions can also start to feel same-y, though there are the occasional sweet characters and there are the earnest characters among the working class uprising faction and the jellyfish cultists.
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I’ve been playing (or thinking of playing) a lot of roguelikes lately and it’s gotten me thinking on the idea of a fe mystery dungeon.
To cut to the chase, I don’t think a fe mystery dungeon would work particularly well. You can argue that mystery dungeon is on some level already a trpg because of how it forces you to approach combat, but I think the key difference that sets that kind of trpg gameplay (and the likes of some other trpgs like devil survivor for example) from fe is that fe has you controlling lots of people at once on relatively large maps while in mystery dungeon you’re confined to a series of corridors and rooms and are lucky if you can have direct control of more than one person at any given time. I think you could use the mystery dungeon gameplay loop (which is itself a specific iteration of the rougelike gameplay loop) of ‘go into dungeon => progress plot => go into (new) dungeon’ but I do not think fire emblem's gameplay is compatible with the claustrophobic dungeons in md in the ways that final fantasy, dragon quest, and pokemon were.
But could you still make a half-decent fe rougelike? Oh, absolutely.
On some level, Echoes already created the basis for the actual dungeon exploration and Thabes is a smaller-scale actualization of what one ‘dungeon => dungeon => plot’ loop might look like. By fully divorcing the world the combat occurs in from the dungeons you create a game where the dungeons can be whatever you want them to be without sacrificing the kind of maps that fire emblem’s gameplay needs in order to flourish.
There’s no rule that says you can’t do the whole ‘encounters take you to a different map’ thing in a top-down, grid-based dungeon like what you’d find in md, but I feel it would necessitate incredibly low enemy density per floor in order to attain a balance between exploration and combat which would in turn necessitate some kinda wack layouts in order to make it not super easy to completely avoid combat? You’d be gaining easier procedural generation (which isn’t 100% necessary for the genre, more on that later) and a lower budget (which. I’m talking about games that probably will never be made. cost analysis isn’t a concern atm) for what'd probably be universally worse gameplay? I’ll pass
I won’t go over all of these but just to go over some options for how the dungeon stuff would be set up. you can mix and match these to fit your preferences but generally every kind of roguelike would fall under some combination of these
one dungeon vs several dungeons (mostly decided by the needs of the narrative)
floor-based (generally one-way) vs open layout (generally require backtracking to solve puzzles, etc.)
procedurally generated vs fixed layout (further divided into fixed floor layout vs fixed dungeon layout)
one massive dungeon with an open, fixed layout would be something like... dark souls. I think you could do a lot with it and I’d be kinda cool. less replayability than something procedurally generated but an environment that’s hand-crafted just hits different, yknow?
Make it several smaller dungeons instead, and you’d get something like echoes if you removed everything but the dungeons (or like. any rpg). There are genres where this kind of setup for the environments you explore works (ie. Monster Hunter, if it’s somewhat interconnected it could be like most metroidvanias) but I think there are better options for a roguelike given how much you’d be returning to those environments and how quickly those environments would become stale
If it’s a single procedurally generated dungeon, you’d get something like Baroque or p3, while if it’s several it’d be good ol’ Mystery Dungeon.
for procedural generation there are two main routes to go: rooms and corridors (see: MD) or rooms that are all directly connected (see: Rogue Legacy, .hack). I think the second works better here because the purpose of corridors is mostly to force you to into encounters and while various room layouts can effectively trip you up and force you to fight someone, something like thabes where there’s almost always some room to maneuver even if you won’t always succeed in avoiding an encounter is a bit more along the lines of ‘fun and interactive gameplay’
speaking of thabes: fixed dungeon layouts! they kinda suck unless a massive amount of care was put into their design! I think that you can get away with specific floors in a roguelike (pmd actually does this every so often but outside of blatant “hey you got a reward” floors it’s hard to notice if you’re not looking out for them) but unless it’s an open layout like in a soulsborne game or like. Ico, where the whole environment is a whole environment it gets very tedious very quickly. Thabes works for me (and me alone, apparently (lol)) because it’s short enough to get through in a few minutes so you can whack pots on the bottom floor and hope for regalia in record time but like. I don’t think a full game of that would be fun
the only major questions i can think of re: design that remains would be like. how to integrate something like permadeath and recruitment.
something like pmd’s model where you can recruit people in dungeons after you beat them... would not work very well, I feel. I think super mystery dungeon had a good overall model where performing various tasks (speaking to people in town, completing missions,progressing through the plot, encountering npcs in dungeons) would expand your linkedin connection orb network and then allow you to call upon those people, but if we’re talking about a smaller (ideally original) cast, then having them be available all the time would be...
uhhh actually let me backtrack and elaborate on that idea a bit
Okay so like. your *gestures wildly* group in this game is a team of people who for one reason or another go into dungeon(s). you can only bring a certain amount of people into a dungeon at once and if keep sending the same person on back to back to back expeditions their performance will drop and they’ll eventually get tired and need to rest, forcing you to use someone else.
Echoes did that by making their max hp drop dramatically (and all at once), but i think that it’d be better to also focus on other stats (ie. a crit/avoid penalty, then a strength/mag penalty, then a spd/hitrate penalty, etc.) and make them decrease in more gradual steps since it turns it into an actual question of “oh hey stacy’s not doing so hot but I still kinda need to send a thief in... should I still use her, or focus on a different goal for now?” instead of just all but outright forcing you to bench stacy for a few trips.
If you meet someone by performing various task, they’ll be added to the pool of units you can send into dungeons and you can call on them. It might be interesting to have different units be available on different days of the week (instead of making it partially usage-based but mostly arbitrary like PSMD), but I don’t think I’ll pursue that line of thought much further.
If someone gets mortally wounded, they’re forced to retreat. It could be a system that’s semi-interactive (ie. in valkryia chronicles where you need to reach a downed ally and call for a medic) or one where they just leave on their own (ie. casual mode), but either way they’re gone for the rest of the trip and they need to take several days off before they and their stats recover (like with the fatigue system). You can still field them, but if they don’t fully recover and take another mortal blow, they’re gone for good.
I think I could try to justify this in a more articulate way but like. blah blah it ties into the whole r&r system and also makes it less frustrating when the rougelike you’re playing inevitably decides someone is going to die.
mmmmmmmm i think that’s it! If you have any comments my askbox is open ;)
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The Best Roguelikes on Android and iOS
Roguelikes are a tricky genre to pin down, seeing as the name itself began popping up everywhere at once without much structural rigour once a certain type of game started to in win players over. Conspicuous features include turn-based gameplay, usually with exploration or combat, and limited-to-no persistent progress carried across different play sessions.
These constraints made for entertaining, thoughtful and compact games which acquit themselves well to on-the-go bursts of play. This list includes the most classic and favorite members of the roguelike genre on android and iOS.
What are the best Android & iOS Rogulikes?
Dimension of Dreams
Necrodancer: Amplified
Immortal Rogue
Card Crusade
MIYAMOTO
Hoplite
Road Not Taken
FTL: Faster Than Light
Dream Quest
Auro
Crowntakers
Recent Roguelike Releases
These roguelikes are recent additions to the review library that, while decent, aren't quite good enough to earn a top-spot. Might still be worth checking out though, if you like what you read in the review:
End of the Universe
Space Grunts 2
Void Tyrant
Silent Abyss: Fate of Heroes
SFD Rogue
Dimension of Dreams
Developer: WEXPLORE GAMES CO Platforms: iOS Universal Price: $0.99 (with IAPs)
In the absence of a mobile version for Slay the Spire, plenty of roguelike/card game hybrids have stormed the app store to try and capture that audience. Dimension of Dreams represents one of the better ones to come along recently. It's a token premium game with IAPs, but we've found that everything is very neatly balanced and scaled so that it doesn't feel like a grind. There are plenty of different deck archetypes as well for you to play around with and experiment, and it's just a shame it isn't on Android yet. This, and some choice patches is all that's stopping it from being the ultimate contender to Slay the Spire's throne.
Necrodancer: Amplified
Developer: Brace Yourself Games Platforms: iOS Universal Price: $4.99
Naturally, the only thing that could knock Crypt of the Necrodancer off its coveted top spot would be more Crypt of the Necrodancer. The Amplified version released in April 2019 contains the original game plus all of the DLC and add-on content from the PC game. There's a new protagonist to take control of Nocturna, along with new enemies, music and new levels. This is easily the definitive version of one of the best roguelikes of the generation, and now there really is no excuse to not get involved if you haven't already. Read Jarrett's review for more.
Immortal Rogue
Developer: Kyle Barrett Platforms: iOS, Android Price: $4.99
It's amazing what you can do when you take two seemingly by-the-numbers tropes and package them into something genuinely interesting. Your uber-powerful vampire may not seem that special as it terrorises society in a replayable game, but the fact that you're doing it over countless generations is not something you see every day. In Immortal Rogue, your job is to wake up periodically and reap civilisation. Because reasons.
The game struggles at times to interesting thigns with the premise from a narrative perspective, the but the tactical choices you make as you slaughter your way through an age have consequences for the ages to come. Depending on who you kill (or don't kill), the make-up and technology of enemies could be radically different. This is an addictive, one-handed game that evokes the best of what the genre can offer. Don't forget to read our interview with the developer, if you want to know more.
Card Crusade
Developer: Pollywog Games Platforms: iOS, Android Price: $3.99
Fair and as advertised is our elevator pitch for Card Crusade. In a niche that includes Dream Quest, Slay the Spire, Meteorfall et al. there's little here you wouldn't have seen before, but it's a stable and competent enough game to scratch that same itch for a short spell. You must pick one of several classes and go delving into the dungeon, finding loot and spells along the way that can help you in repeat playthroughs. It's got its share of mediocrities, but also plenty of innovation as well.
Battles have an unusual tempo to them. Of course it’s always best to clear the field as soon as possible, but the game usually proceeds in bursts of activity, with some turns devoted to healing and survival while others see play of an especially strong card to eliminate a key foe. Here Card Crusade breaks with longstanding roguelike tradition and does not offer full healing upon level-up or floor clear, which means damage suffered becomes persistent. This is one of the game’s smartest choices, adding a sense of pressure while simultaneously rewarding clean strategy and play.
MIYAMOTO
Developer: Hideki Hanida Platforms: iOS Universal Price: $2.99
Release towards the end of last year, we were a little late to the punch getting this one reviewed, but it's worth the wait. MIYAMOTO is an interesting blend of turn-based strategy, card mechanics and rogue-like gameplay where one of its few faults is that it's all-to-brief. The eight levels pit you against progressively tougher enemies, with short-term goal being to defeat your opponent's leader. If either your's or their leader dies, it's game-over. Beating levels nets you coins that you can use to invest in better leaders.
The card mechanics are perhaps a bit token - there's no way to interact with your deck of troops, but every unit is varied and unique, and the small 4x4 arena makes from some really tight tactical engagements. It a fast-paced game of throwing your units into battle as quickly as possible, filling as many spaces around your leader, so that you can place new ones ever deeper into opponents’ territory. If you're looking for something short and sweet, MIYAMOTO is an excellent new addition to your roster.
Hoplite
Developer: Magma Fortress Platforms: iOS Universal, Android Price: $2.99, (free demo on Android)
Hoplite might very well delight that wight who likes only the right sort of roguelike. The hoplites of history aren’t usually considered lone wolves or heroes, but this is exactly what the game casts you as: one nameless figure on a tight hexa-based on a quest to retrieve the golden fleece. Soldiering across levels of escalating difficulty, visiting temples to get incremental bonuses. The movement and decisions are simple, just a series of swipes along with the odd special ability. Small numbers and single turns are always decisive, and the ability effects are simple yet profound, little deus ex machinas bestowed each level. The skill synergies are tantalizing enough to draw you in, and the fiendishly difficult achievements (pacifist run, anyone?) will keep even veterans engaged. This one is a relic of the genre that is sterling.
Road Not Taken
Developer: Spryfox Games Platforms: iOS Universal, Android Price: $4.99
In Road Not Taken, the winter is harsh and full of children, lost and dearly missed by the village. You, a sackcloth-clad stranger, take your torch and use what precious energy you have to brave the elements, to find and rescue each child. Along the way, the stranger will fend off wolves and spiteful ghosts, scavenging for food and the materials to make campfires. Each step drains energy, more so if carrying items, so the whole game is turn-based but with a soft cap on the number of steps. ‘Soft’ because energy can be replenished by eating various foodstuffs. The procedural generation behind each run belies the handcrafted puzzle levels which recur. This hybrid game wears many hats, though it is primarily a puzzler with crafting elements and a dash of combat. The secrets are a delight to discover and add to your book of recipes, while the multiple play modes offer a softer means of approach for newcomers.
FTL: Faster Than Light
Developer: Subset Games Platforms: iOS Universal Price: $9.99
Faster Than Light is a quest to save one corner of the galaxy, powering your ship through sections whilst questing for a handy crew, a devastating array of weapons, and sometimes just a glug of fuel. Real-time with pause combat works around cooldowns, with each battle encounter ending once the enemy ship is destroyed or its crew incapacitated. Honestly, the ship is the real hero, suffering hull breaches and 1 HP scrapes while slowly updating its bells and whistles till it can slay the beast. The chiptune beats and graphics were neither wholly retro nor AAA trendy but instead creating their own cool aesthetic. An uncontested classic.
Dream Quest
Publisher: Peter M Whalen Platforms: iOS Universal Price: $2.99
The challenge in Dream Quest is always the same: proceed through three levels as a chosen class, building a deck strong enough to escape the realm of dreams at last. But like its namesake, the twists and turns this progression takes are strange and wonderful. Rogue-likes typically rely on stochastic events and imperfect knowledge, yet Dream Quest transforms these uncertainties into a must-try challenge for strategy buffs.
The total card-pool is modest and manageable but in total produces a surprising variety of synergies and unique challenges. Inscrutable sphinxes, malicious mimes, and immortal hydras all make an appearance as foes, giving show-stopping battles. The art is so bad it has become iconic; the theoretical possibilities it provides are captivating. Dream Quest’s endgame is supremely satisfying in of itself, but the arduous journey to meet the Master of Dreams is equally thoughtful and intense. A pleasure throughout.
Auro
Developer: Dinofarm Games Platforms: Android Price: $1.99
Auro is the result of Keith Burgen’s careful tinkering and experimentations with game design. He’s an outspoken creator with a definite vision which hinges on useful distinctions like the knowledge horizon (a player can’t know everything at once, the designer draws a line beyond which information is out of reach). The prince must save the kingdom by bumping enemies and judiciously using spells and skills across this hex-based battler. Speed, precision and efficiency are paramount; score-chasing the measure of success. Not praised enough, and an android exclusive to boot!
Crowntakers
Developer: Kalypso Media Group Platforms: iOS Universal, Android Price: $2.99, $3.49
Crowntakers has a sense of scale, uniquely balancing tactical combat with long-term investments via the overworld. It needn’t even be played as a roguelike at all, strictly speaking, for one of its alternate play modes is a persistent RPG with unlockables. The emphasis on individual decisions in either case remains paramount, from the exploration phase to combat. Its limitations are in how carelessly it hides some information, about enemy abilities, for example, from the player. In short, an excellent refreshing roguelike-RPG-lite which might be outmatched by other roguelikes but remains a distinct favorite.
Other Excellent Roguelike Recommendations
We like to keep these lists lean & mean, so here's a round-up of former entries that shouldn't be forgotten:
868-HACK
Sir Questionnaire
Quest of Dungeons
Cardinal Quest
Pixel Dungeon
Sword of Fargoal
100 Rogues
Out There
Hyper Rogue
Pathos
Look, Your Loot
Pocket Realms
Rogue Cards
Binding of Issac: Rebirth
What would your list of the best roguelike games on iOS and Android look like? Let us know!
The Best Roguelikes on Android and iOS published first on https://touchgen.tumblr.com/
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The Best Roguelikes on Android and iOS
Roguelikes are a tricky genre to pin down, seeing as the name itself began popping up everywhere at once without much structural rigour once a certain type of game started to in win players over. Conspicuous features include turn-based gameplay, usually with exploration or combat, and limited-to-no persistent progress carried across different play sessions.
These constraints made for entertaining, thoughtful and compact games which acquit themselves well to on-the-go bursts of play. This list includes the most classic and favorite members of the roguelike genre on android and iOS.
What are the best Android & iOS Rogulikes?
Dimension of Dreams
Necrodancer: Amplified
Immortal Rogue
Card Crusade
MIYAMOTO
Hoplite
Road Not Taken
FTL: Faster Than Light
Dream Quest
Auro
Crowntakers
Recent Roguelike Releases
These roguelikes are recent additions to the review library that, while decent, aren't quite good enough to earn a top-spot. Might still be worth checking out though, if you like what you read in the review:
Space Grunts 2
Void Tyrant
Silent Abyss: Fate of Heroes
SFD Rogue
Dimension of Dreams
Developer: WEXPLORE GAMES CO Platforms: iOS Universal Price: $0.99 (with IAPs)
In the absence of a mobile version for Slay the Spire, plenty of roguelike/card game hybrids have stormed the app store to try and capture that audience. Dimension of Dreams represents one of the better ones to come along recently. It's a token premium game with IAPs, but we've found that everything is very neatly balanced and scaled so that it doesn't feel like a grind. There are plenty of different deck archetypes as well for you to play around with and experiment, and it's just a shame it isn't on Android yet. This, and some choice patches is all that's stopping it from being the ultimate contender to Slay the Spire's throne.
Necrodancer: Amplified
Developer: Brace Yourself Games Platforms: iOS Universal Price: $4.99
Naturally, the only thing that could knock Crypt of the Necrodancer off its coveted top spot would be more Crypt of the Necrodancer. The Amplified version released in April 2019 contains the original game plus all of the DLC and add-on content from the PC game. There's a new protagonist to take control of Nocturna, along with new enemies, music and new levels. This is easily the definitive version of one of the best roguelikes of the generation, and now there really is no excuse to not get involved if you haven't already. Read Jarrett's review for more.
Immortal Rogue
Developer: Kyle Barrett Platforms: iOS, Android Price: $4.99
It's amazing what you can do when you take two seemingly by-the-numbers tropes and package them into something genuinely interesting. Your uber-powerful vampire may not seem that special as it terrorises society in a replayable game, but the fact that you're doing it over countless generations is not something you see every day. In Immortal Rogue, your job is to wake up periodically and reap civilisation. Because reasons.
The game struggles at times to interesting thigns with the premise from a narrative perspective, the but the tactical choices you make as you slaughter your way through an age have consequences for the ages to come. Depending on who you kill (or don't kill), the make-up and technology of enemies could be radically different. This is an addictive, one-handed game that evokes the best of what the genre can offer. Don't forget to read our interview with the developer, if you want to know more.
Card Crusade
Developer: Pollywog Games Platforms: iOS, Android Price: $3.99
Fair and as advertised is our elevator pitch for Card Crusade. In a niche that includes Dream Quest, Slay the Spire, Meteorfall et al. there's little here you wouldn't have seen before, but it's a stable and competent enough game to scratch that same itch for a short spell. You must pick one of several classes and go delving into the dungeon, finding loot and spells along the way that can help you in repeat playthroughs. It's got its share of mediocrities, but also plenty of innovation as well.
Battles have an unusual tempo to them. Of course it’s always best to clear the field as soon as possible, but the game usually proceeds in bursts of activity, with some turns devoted to healing and survival while others see play of an especially strong card to eliminate a key foe. Here Card Crusade breaks with longstanding roguelike tradition and does not offer full healing upon level-up or floor clear, which means damage suffered becomes persistent. This is one of the game’s smartest choices, adding a sense of pressure while simultaneously rewarding clean strategy and play.
MIYAMOTO
Developer: Hideki Hanida Platforms: iOS Universal Price: $2.99
Release towards the end of last year, we were a little late to the punch getting this one reviewed, but it's worth the wait. MIYAMOTO is an interesting blend of turn-based strategy, card mechanics and rogue-like gameplay where one of its few faults is that it's all-to-brief. The eight levels pit you against progressively tougher enemies, with short-term goal being to defeat your opponent's leader. If either your's or their leader dies, it's game-over. Beating levels nets you coins that you can use to invest in better leaders.
The card mechanics are perhaps a bit token - there's no way to interact with your deck of troops, but every unit is varied and unique, and the small 4x4 arena makes from some really tight tactical engagements. It a fast-paced game of throwing your units into battle as quickly as possible, filling as many spaces around your leader, so that you can place new ones ever deeper into opponents’ territory. If you're looking for something short and sweet, MIYAMOTO is an excellent new addition to your roster.
Hoplite
Developer: Magma Fortress Platforms: iOS Universal, Android Price: $2.99, (free demo on Android)
Hoplite might very well delight that wight who likes only the right sort of roguelike. The hoplites of history aren’t usually considered lone wolves or heroes, but this is exactly what the game casts you as: one nameless figure on a tight hexa-based on a quest to retrieve the golden fleece. Soldiering across levels of escalating difficulty, visiting temples to get incremental bonuses. The movement and decisions are simple, just a series of swipes along with the odd special ability. Small numbers and single turns are always decisive, and the ability effects are simple yet profound, little deus ex machinas bestowed each level. The skill synergies are tantalizing enough to draw you in, and the fiendishly difficult achievements (pacifist run, anyone?) will keep even veterans engaged. This one is a relic of the genre that is sterling.
Road Not Taken
Developer: Spryfox Games Platforms: iOS Universal, Android Price: $4.99
In Road Not Taken, the winter is harsh and full of children, lost and dearly missed by the village. You, a sackcloth-clad stranger, take your torch and use what precious energy you have to brave the elements, to find and rescue each child. Along the way, the stranger will fend off wolves and spiteful ghosts, scavenging for food and the materials to make campfires. Each step drains energy, more so if carrying items, so the whole game is turn-based but with a soft cap on the number of steps. ‘Soft’ because energy can be replenished by eating various foodstuffs. The procedural generation behind each run belies the handcrafted puzzle levels which recur. This hybrid game wears many hats, though it is primarily a puzzler with crafting elements and a dash of combat. The secrets are a delight to discover and add to your book of recipes, while the multiple play modes offer a softer means of approach for newcomers.
FTL: Faster Than Light
Developer: Subset Games Platforms: iOS Universal Price: $9.99
Faster Than Light is a quest to save one corner of the galaxy, powering your ship through sections whilst questing for a handy crew, a devastating array of weapons, and sometimes just a glug of fuel. Real-time with pause combat works around cooldowns, with each battle encounter ending once the enemy ship is destroyed or its crew incapacitated. Honestly, the ship is the real hero, suffering hull breaches and 1 HP scrapes while slowly updating its bells and whistles till it can slay the beast. The chiptune beats and graphics were neither wholly retro nor AAA trendy but instead creating their own cool aesthetic. An uncontested classic.
Dream Quest
Publisher: Peter M Whalen Platforms: iOS Universal Price: $2.99
The challenge in Dream Quest is always the same: proceed through three levels as a chosen class, building a deck strong enough to escape the realm of dreams at last. But like its namesake, the twists and turns this progression takes are strange and wonderful. Rogue-likes typically rely on stochastic events and imperfect knowledge, yet Dream Quest transforms these uncertainties into a must-try challenge for strategy buffs.
The total card-pool is modest and manageable but in total produces a surprising variety of synergies and unique challenges. Inscrutable sphinxes, malicious mimes, and immortal hydras all make an appearance as foes, giving show-stopping battles. The art is so bad it has become iconic; the theoretical possibilities it provides are captivating. Dream Quest’s endgame is supremely satisfying in of itself, but the arduous journey to meet the Master of Dreams is equally thoughtful and intense. A pleasure throughout.
Auro
Developer: Dinofarm Games Platforms: Android Price: $1.99
Auro is the result of Keith Burgen’s careful tinkering and experimentations with game design. He’s an outspoken creator with a definite vision which hinges on useful distinctions like the knowledge horizon (a player can’t know everything at once, the designer draws a line beyond which information is out of reach). The prince must save the kingdom by bumping enemies and judiciously using spells and skills across this hex-based battler. Speed, precision and efficiency are paramount; score-chasing the measure of success. Not praised enough, and an android exclusive to boot!
Crowntakers
Developer: Kalypso Media Group Platforms: iOS Universal, Android Price: $2.99, $3.49
Crowntakers has a sense of scale, uniquely balancing tactical combat with long-term investments via the overworld. It needn’t even be played as a roguelike at all, strictly speaking, for one of its alternate play modes is a persistent RPG with unlockables. The emphasis on individual decisions in either case remains paramount, from the exploration phase to combat. Its limitations are in how carelessly it hides some information, about enemy abilities, for example, from the player. In short, an excellent refreshing roguelike-RPG-lite which might be outmatched by other roguelikes but remains a distinct favorite.
Other Excellent Roguelike Recommendations
We like to keep these lists lean & mean, so here's a round-up of former entries that shouldn't be forgotten:
868-HACK
Sir Questionnaire
Quest of Dungeons
Cardinal Quest
Pixel Dungeon
Sword of Fargoal
100 Rogues
Out There
Hyper Rogue
Pathos
Look, Your Loot
Pocket Realms
Rogue Cards
Binding of Issac: Rebirth
What would your list of the best roguelike games on iOS and Android look like? Let us know!
The Best Roguelikes on Android and iOS published first on https://touchgen.tumblr.com/
0 notes
Text
The Best Roguelikes on Android and iOS
Roguelikes are a tricky genre to pin down, seeing as the name itself began popping up everywhere at once without much structural rigour once a certain type of game started to in win players over. Conspicuous features include turn-based gameplay, usually with exploration or combat, and limited-to-no persistent progress carried across different play sessions.
Not feeling Rogue enough? How about some excellent war games instead?
These constraints made for entertaining, thoughtful and compact games which acquit themselves well to on-the-go bursts of play. This list includes the most classic and favorite members of the roguelike genre on android and iOS.
Recent Releases
These roguelikes are recent additions to the review library that, while decent, aren't quite good enough to earn a top-spot. Might still be worth checking out though, if you like what you read in the review:
Void Tyrant
Silent Abyss: Fate of Heroes
SFD Rogue
Community Favourites
The Pocket Tactics readership has thrown up a bunch of games they think are excellent examples of the rogue-like genre. Because we're not able to include all of them, we'll list notable recommendations here. Some might rotated into the main list below, otherwise they'll remain here:
Quest of Dungeons
Cardinal Quest
Pixel Dungeon
Sword of Fargoal
100 Rogues
Out There
Hyper Rogue
Pathos
Look, Your Loot
Pocket Realms
Rogue Cards
Binding of Issac: Rebirth
Dimensions of Dream (Review)
Developer: WEXPLORE GAMES CO Platforms: iOS Universal Price: $0.99 (with IAPs)
In the absence of a mobile version for Slay the Spire, plenty of roguelike/card game hybrids have stormed the app store to try and capture that audience. Dimensions represents one of the better ones to come along recently. It's a token premium game with IAPs, but we've found that everything is very neatly balanced and scaled so that it doesn't feel like a grind. There are plenty of different deck archetypes as well for you to play around with and experiment, and it's just a shame it isn't on Android yet. This, and some choice patches is all that's stopping it from being the ultimate contender to Slay the Spire's throne.
Necrodancer: Amplified (Review)
Developer: Brace Yourself Games Platforms: iOS Universal Price: $4.99
Naturally, the only thing that could knock Crypt of the Necrodancer off its coveted top spot would be more Crypt of the Necrodancer. The Amplified version released in April 2019 contains the original game plus all of the DLC and add-on content from the PC game. There's a new protagonist to take control of Nocturna, along with new enemies, music and new levels. This is easily the definitive version of one of the best roguelikes of the generation, and now there really is no excuse to not get involved if you haven't already. Read Jarrett's review for more.
Immortal Rogue (Review)
Developer: Kyle Barrett Platforms: iOS, Android Price: $4.99
It's amazing what you can do when you take two seemingly by-the-numbers tropes and package them into something genuinely interesting. Your uber-powerful vampire may not seem that special as it terrorises society in a replayable game, but the fact that you're doing it over countless generations is not something you see every day. In Immortal Rogue, your job is to wake up periodically and reap civilisation. Because reasons.
The game struggles at times to interesting thigns with the premise from a narrative perspective, the but the tactical choices you make as you slaughter your way through an age have consequences for the ages to come. Depending on who you kill (or don't kill), the make-up and technology of enemies could be radically different. This is an addictive, one-handed game that evokes the best of what the genre can offer. Don't forget to read our interview with the developer, if you want to know more.
Card Crusade (Review)
Developer: Pollywog Games Platforms: iOS, Android Price: $3.99
Fair and as advertised is our elevator pitch for Card Crusade. In a niche that includes Dream Quest, Slay the Spire, Meteorfall et al. there's little here you wouldn't have seen before, but it's a stable and competent enough game to scratch that same itch for a short spell. You must pick one of several classes and go delving into the dungeon, finding loot and spells along the way that can help you in repeat playthroughs. It's got its share of mediocrities, but also plenty of innovation as well.
Battles have an unusual tempo to them. Of course it’s always best to clear the field as soon as possible, but the game usually proceeds in bursts of activity, with some turns devoted to healing and survival while others see play of an especially strong card to eliminate a key foe. Here Card Crusade breaks with longstanding roguelike tradition and does not offer full healing upon level-up or floor clear, which means damage suffered becomes persistent. This is one of the game’s smartest choices, adding a sense of pressure while simultaneously rewarding clean strategy and play.
MIYAMOTO (Review)
Developer: Hideki Hanida Platforms: iOS Universal Price: $2.99
Release towards the end of last year, we were a little late to the punch getting this one reviewed, but it's worth the wait. MIYAMOTO is an interesting blend of turn-based strategy, card mechanics and rogue-like gameplay where one of its few faults is that it's all-to-brief. The eight levels pit you against progressively tougher enemies, with short-term goal being to defeat your opponent's leader. If either your's or their leader dies, it's game-over. Beating levels nets you coins that you can use to invest in better leaders.
The card mechanics are perhaps a bit token - there's no way to interact with your deck of troops, but every unit is varied and unique, and the small 4x4 arena makes from some really tight tactical engagements. It a fast-paced game of throwing your units into battle as quickly as possible, filling as many spaces around your leader, so that you can place new ones ever deeper into opponents’ territory. If you're looking for something short and sweet, MIYAMOTO is an excellent new addition to your roster.
Hoplite (Review)
Developer: Magma Fortress Platforms: iOS Universal, Android Price: $2.99, (free demo on Android)
Hoplite might very well delight that wight who likes only the right sort of roguelike. The hoplites of history aren’t usually considered lone wolves or heroes, but this is exactly what the game casts you as: one nameless figure on a tight hexa-based on a quest to retrieve the golden fleece. Soldiering across levels of escalating difficulty, visiting temples to get incremental bonuses. The movement and decisions are simple, just a series of swipes along with the odd special ability. Small numbers and single turns are always decisive, and the ability effects are simple yet profound, little deus ex machinas bestowed each level. The skill synergies are tantalizing enough to draw you in, and the fiendishly difficult achievements (pacifist run, anyone?) will keep even veterans engaged. This one is a relic of the genre that is sterling.
Road Not Taken (Review)
Developer: Spryfox Games Platforms: iOS Universal, Android Price: $4.99
In Road Not Taken, the winter is harsh and full of children, lost and dearly missed by the village. You, a sackcloth-clad stranger, take your torch and use what precious energy you have to brave the elements, to find and rescue each child. Along the way, the stranger will fend off wolves and spiteful ghosts, scavenging for food and the materials to make campfires. Each step drains energy, more so if carrying items, so the whole game is turn-based but with a soft cap on the number of steps. ‘Soft’ because energy can be replenished by eating various foodstuffs. The procedural generation behind each run belies the handcrafted puzzle levels which recur. This hybrid game wears many hats, though it is primarily a puzzler with crafting elements and a dash of combat. The secrets are a delight to discover and add to your book of recipes, while the multiple play modes offer a softer means of approach for newcomers.
FTL: Faster Than Light (Review)
Developer: Subset Games Platforms: iOS Universal Price: $9.99
Faster Than Light is a quest to save one corner of the galaxy, powering your ship through sections whilst questing for a handy crew, a devastating array of weapons, and sometimes just a glug of fuel. Real-time with pause combat works around cooldowns, with each battle encounter ending once the enemy ship is destroyed or its crew incapacitated. Honestly, the ship is the real hero, suffering hull breaches and 1 HP scrapes while slowly updating its bells and whistles till it can slay the beast. The chiptune beats and graphics were neither wholly retro nor AAA trendy but instead creating their own cool aesthetic. An uncontested classic.
Dream Quest (Review)
Publisher: Peter M Whalen Platforms: iOS Universal Price: $2.99
The challenge in Dream Quest is always the same: proceed through three levels as a chosen class, building a deck strong enough to escape the realm of dreams at last. But like its namesake, the twists and turns this progression takes are strange and wonderful. Rogue-likes typically rely on stochastic events and imperfect knowledge, yet Dream Quest transforms these uncertainties into a must-try challenge for strategy buffs.
The total card-pool is modest and manageable but in total produces a surprising variety of synergies and unique challenges. Inscrutable sphinxes, malicious mimes, and immortal hydras all make an appearance as foes, giving show-stopping battles. The art is so bad it has become iconic; the theoretical possibilities it provides are captivating. Dream Quest’s endgame is supremely satisfying in of itself, but the arduous journey to meet the Master of Dreams is equally thoughtful and intense. A pleasure throughout.
Auro (Review)
Developer: Dinofarm Games Platforms: Android Price: $1.99
Auro is the result of Keith Burgen’s careful tinkering and experimentations with game design. He’s an outspoken creator with a definite vision which hinges on useful distinctions like the knowledge horizon (a player can’t know everything at once, the designer draws a line beyond which information is out of reach). The prince must save the kingdom by bumping enemies and judiciously using spells and skills across this hex-based battler. Speed, precision and efficiency are paramount; score-chasing the measure of success. Not praised enough, and an android exclusive to boot!
Crowntakers
Developer: Kalypso Media Group Platforms: iOS Universal, Android Price: $2.99, $3.49
Crowntakers has a sense of scale, uniquely balancing tactical combat with long-term investments via the overworld. It needn’t even be played as a roguelike at all, strictly speaking, for one of its alternate play modes is a persistent RPG with unlockables. The emphasis on individual decisions in either case remains paramount, from the exploration phase to combat. Its limitations are in how carelessly it hides some information, about enemy abilities, for example, from the player. In short, an excellent refreshing roguelike-RPG-lite which might be outmatched by other roguelikes but remains a distinct favorite.
Hall of Fame
We like to keep these lists lean & mean, so here's a round-up of former entries that shouldn't be forgotten:
868-HACK
Sir Questionnaire
What would your list of the best roguelike games on iOS and Android look like? Let us know!
The Best Roguelikes on Android and iOS published first on https://touchgen.tumblr.com/
0 notes
Text
The Best Roguelikes on Android and iOS
Roguelikes are a tricky genre to pin down, seeing as the name itself began popping up everywhere at once without much structural rigour once a certain type of game started to in win players over. Conspicuous features include turn-based gameplay, usually with exploration or combat, and limited-to-no persistent progress carried across different play sessions.
Not feeling Rogue enough? How about some excellent war games instead?
These constraints made for entertaining, thoughtful and compact games which acquit themselves well to on-the-go bursts of play. This list includes the most classic and favorite members of the roguelike genre on android and iOS.
Recent Releases
These roguelikes are recent additions to the review library that, while decent, aren't quite good enough to earn a top-spot. Might still be worth checking out though, if you like what you read in the review:
Void Tyrant
Silent Abyss: Fate of Heroes
SFD Rogue
Community Favourites
The Pocket Tactics readership has thrown up a bunch of games they think are excellent examples of the rogue-like genre. Because we're not able to include all of them, we'll list notable recommendations here. Some might rotated into the main list below, otherwise they'll remain here:
Quest of Dungeons
Cardinal Quest
Pixel Dungeon
Sword of Fargoal
100 Rogues
Out There
Hyper Rogue
Pathos
Look, Your Loot
Pocket Realms
Rogue Cards
Binding of Issac: Rebirth
Dimensions of Dream (Review)
Developer: WEXPLORE GAMES CO Platforms: iOS Universal Price: $0.99 (with IAPs)
In the absence of a mobile version for Slay the Spire, plenty of roguelike/card game hybrids have stormed the app store to try and capture that audience. Dimensions represents one of the better ones to come along recently. It's a token premium game with IAPs, but we've found that everything is very neatly balanced and scaled so that it doesn't feel like a grind. There are plenty of different deck archetypes as well for you to play around with and experiment, and it's just a shame it isn't on Android yet. This, and some choice patches is all that's stopping it from being the ultimate contender to Slay the Spire's throne.
Necrodancer: Amplified (Review)
Developer: Brace Yourself Games Platforms: iOS Universal Price: $4.99
Naturally, the only thing that could knock Crypt of the Necrodancer off its coveted top spot would be more Crypt of the Necrodancer. The Amplified version released in April 2019 contains the original game plus all of the DLC and add-on content from the PC game. There's a new protagonist to take control of Nocturna, along with new enemies, music and new levels. This is easily the definitive version of one of the best roguelikes of the generation, and now there really is no excuse to not get involved if you haven't already. Read Jarrett's review for more.
Immortal Rogue (Review)
Developer: Kyle Barrett Platforms: iOS, Android Price: $4.99
It's amazing what you can do when you take two seemingly by-the-numbers tropes and package them into something genuinely interesting. Your uber-powerful vampire may not seem that special as it terrorises society in a replayable game, but the fact that you're doing it over countless generations is not something you see every day. In Immortal Rogue, your job is to wake up periodically and reap civilisation. Because reasons.
The game struggles at times to interesting thigns with the premise from a narrative perspective, the but the tactical choices you make as you slaughter your way through an age have consequences for the ages to come. Depending on who you kill (or don't kill), the make-up and technology of enemies could be radically different. This is an addictive, one-handed game that evokes the best of what the genre can offer. Don't forget to read our interview with the developer, if you want to know more.
Card Crusade (Review)
Developer: Pollywog Games Platforms: iOS, Android Price: $3.99
Fair and as advertised is our elevator pitch for Card Crusade. In a niche that includes Dream Quest, Slay the Spire, Meteorfall et al. there's little here you wouldn't have seen before, but it's a stable and competent enough game to scratch that same itch for a short spell. You must pick one of several classes and go delving into the dungeon, finding loot and spells along the way that can help you in repeat playthroughs. It's got its share of mediocrities, but also plenty of innovation as well.
Battles have an unusual tempo to them. Of course it’s always best to clear the field as soon as possible, but the game usually proceeds in bursts of activity, with some turns devoted to healing and survival while others see play of an especially strong card to eliminate a key foe. Here Card Crusade breaks with longstanding roguelike tradition and does not offer full healing upon level-up or floor clear, which means damage suffered becomes persistent. This is one of the game’s smartest choices, adding a sense of pressure while simultaneously rewarding clean strategy and play.
MIYAMOTO (Review)
Developer: Hideki Hanida Platforms: iOS Universal Price: $2.99
Release towards the end of last year, we were a little late to the punch getting this one reviewed, but it's worth the wait. MIYAMOTO is an interesting blend of turn-based strategy, card mechanics and rogue-like gameplay where one of its few faults is that it's all-to-brief. The eight levels pit you against progressively tougher enemies, with short-term goal being to defeat your opponent's leader. If either your's or their leader dies, it's game-over. Beating levels nets you coins that you can use to invest in better leaders.
The card mechanics are perhaps a bit token - there's no way to interact with your deck of troops, but every unit is varied and unique, and the small 4x4 arena makes from some really tight tactical engagements. It a fast-paced game of throwing your units into battle as quickly as possible, filling as many spaces around your leader, so that you can place new ones ever deeper into opponents’ territory. If you're looking for something short and sweet, MIYAMOTO is an excellent new addition to your roster.
Hoplite (Review)
Developer: Magma Fortress Platforms: iOS Universal, Android Price: $2.99, (free demo on Android)
Hoplite might very well delight that wight who likes only the right sort of roguelike. The hoplites of history aren’t usually considered lone wolves or heroes, but this is exactly what the game casts you as: one nameless figure on a tight hexa-based on a quest to retrieve the golden fleece. Soldiering across levels of escalating difficulty, visiting temples to get incremental bonuses. The movement and decisions are simple, just a series of swipes along with the odd special ability. Small numbers and single turns are always decisive, and the ability effects are simple yet profound, little deus ex machinas bestowed each level. The skill synergies are tantalizing enough to draw you in, and the fiendishly difficult achievements (pacifist run, anyone?) will keep even veterans engaged. This one is a relic of the genre that is sterling.
Road Not Taken (Review)
Developer: Spryfox Games Platforms: iOS Universal, Android Price: $4.99
In Road Not Taken, the winter is harsh and full of children, lost and dearly missed by the village. You, a sackcloth-clad stranger, take your torch and use what precious energy you have to brave the elements, to find and rescue each child. Along the way, the stranger will fend off wolves and spiteful ghosts, scavenging for food and the materials to make campfires. Each step drains energy, more so if carrying items, so the whole game is turn-based but with a soft cap on the number of steps. ‘Soft’ because energy can be replenished by eating various foodstuffs. The procedural generation behind each run belies the handcrafted puzzle levels which recur. This hybrid game wears many hats, though it is primarily a puzzler with crafting elements and a dash of combat. The secrets are a delight to discover and add to your book of recipes, while the multiple play modes offer a softer means of approach for newcomers.
FTL: Faster Than Light (Review)
Developer: Subset Games Platforms: iOS Universal Price: $9.99
Faster Than Light is a quest to save one corner of the galaxy, powering your ship through sections whilst questing for a handy crew, a devastating array of weapons, and sometimes just a glug of fuel. Real-time with pause combat works around cooldowns, with each battle encounter ending once the enemy ship is destroyed or its crew incapacitated. Honestly, the ship is the real hero, suffering hull breaches and 1 HP scrapes while slowly updating its bells and whistles till it can slay the beast. The chiptune beats and graphics were neither wholly retro nor AAA trendy but instead creating their own cool aesthetic. An uncontested classic.
Dream Quest (Review)
Publisher: Peter M Whalen Platforms: iOS Universal Price: $2.99
The challenge in Dream Quest is always the same: proceed through three levels as a chosen class, building a deck strong enough to escape the realm of dreams at last. But like its namesake, the twists and turns this progression takes are strange and wonderful. Rogue-likes typically rely on stochastic events and imperfect knowledge, yet Dream Quest transforms these uncertainties into a must-try challenge for strategy buffs.
The total card-pool is modest and manageable but in total produces a surprising variety of synergies and unique challenges. Inscrutable sphinxes, malicious mimes, and immortal hydras all make an appearance as foes, giving show-stopping battles. The art is so bad it has become iconic; the theoretical possibilities it provides are captivating. Dream Quest’s endgame is supremely satisfying in of itself, but the arduous journey to meet the Master of Dreams is equally thoughtful and intense. A pleasure throughout.
Auro (Review)
Developer: Dinofarm Games Platforms: Android Price: $1.99
Auro is the result of Keith Burgen’s careful tinkering and experimentations with game design. He’s an outspoken creator with a definite vision which hinges on useful distinctions like the knowledge horizon (a player can’t know everything at once, the designer draws a line beyond which information is out of reach). The prince must save the kingdom by bumping enemies and judiciously using spells and skills across this hex-based battler. Speed, precision and efficiency are paramount; score-chasing the measure of success. Not praised enough, and an android exclusive to boot!
Crowntakers
Developer: Kalypso Media Group Platforms: iOS Universal, Android Price: $2.99, $3.49
Crowntakers has a sense of scale, uniquely balancing tactical combat with long-term investments via the overworld. It needn’t even be played as a roguelike at all, strictly speaking, for one of its alternate play modes is a persistent RPG with unlockables. The emphasis on individual decisions in either case remains paramount, from the exploration phase to combat. Its limitations are in how carelessly it hides some information, about enemy abilities, for example, from the player. In short, an excellent refreshing roguelike-RPG-lite which might be outmatched by other roguelikes but remains a distinct favorite.
Hall of Fame
We like to keep these lists lean & mean, so here's a round-up of former entries that shouldn't be forgotten:
868-HACK
Sir Questionnaire
What would your list of the best roguelike games on iOS and Android look like? Let us know!
The Best Roguelikes on Android and iOS published first on https://touchgen.tumblr.com/
0 notes
Text
The Best Roguelikes on Android and iOS
Roguelikes are a tricky genre to pin down, seeing as the name itself began popping up everywhere at once without much structural rigour once a certain type of game started to in win players over. Conspicuous features include turn-based gameplay, usually with exploration or combat, and limited-to-no persistent progress carried across different play sessions.
Not feeling Rogue enough? How about some excellent war games instead?
These constraints made for entertaining, thoughtful and compact games which acquit themselves well to on-the-go bursts of play. This list includes the most classic and favorite members of the roguelike genre on android and iOS.
Community Favourites
The Pocket Tactics readership has thrown up a bunch of games they think are excellent examples of the rogue-like genre. Because we're not able to include all of them, we'll list notable recommendations here. Some might rotated into the main list below, otherwise they'll remain here:
Quest of Dungeons
Cardinal Quest
Pixel Dungeon
Sword of Fargoal
100 Rogues
Out There
Hyper Rogue
Pathos
Look, Your Loot
Pocket Realms
Rogue Cards
Binding of Issac: Rebirth
Silent Abyss: Fate of Heroes
Immortal Rogue (Review)
Developer: Kyle Barrett Platforms: iOS, Android Price: $4.99
It's amazing what you can do when you take two seemingly by-the-numbers tropes and package them into something genuinely interesting. Your uber-powerful vampire may not seem that special as it terrorises society in a replayable game, but the fact that you're doing it over countless generations is not something you see every day. In Immortal Rogue, your job is to wake up periodically and reap civilisation. Because reasons.
The game struggles at times to interesting thigns with the premise from a narrative perspective, the but the tactical choices you make as you slaughter your way through an age have consequences for the ages to come. Depending on who you kill (or don't kill), the make-up and technology of enemies could be radically different. This is an addictive, one-handed game that evokes the best of what the genre can offer. Don't forget to read our interview with the developer, if you want to know more.
Card Crusade (Review)
Developer: Pollywog Games Platforms: iOS, Android Price: $3.99
Fair and as advertised is our elevator pitch for Card Crusade. In a niche that includes Dream Quest, Slay the Spire, Meteorfall et al. there's little here you wouldn't have seen before, but it's a stable and competent enough game to scratch that same itch for a short spell. You must pick one of several classes and go delving into the dungeon, finding loot and spells along the way that can help you in repeat playthroughs. It's got its share of mediocrities, but also plenty of innovation as well.
Battles have an unusual tempo to them. Of course it’s always best to clear the field as soon as possible, but the game usually proceeds in bursts of activity, with some turns devoted to healing and survival while others see play of an especially strong card to eliminate a key foe. Here Card Crusade breaks with longstanding roguelike tradition and does not offer full healing upon level-up or floor clear, which means damage suffered becomes persistent. This is one of the game’s smartest choices, adding a sense of pressure while simultaneously rewarding clean strategy and play.
MIYAMOTO (Review)
Developer: Hideki Hanida Platforms: iOS Universal Price: $2.99
Release towards the end of last year, we were a little late to the punch getting this one reviewed, but it's worth the wait. MIYAMOTO is an interesting blend of turn-based strategy, card mechanics and rogue-like gameplay where one of its few faults is that it's all-to-brief. The eight levels pit you against progressively tougher enemies, with short-term goal being to defeat your opponent's leader. If either your's or their leader dies, it's game-over. Beating levels nets you coins that you can use to invest in better leaders.
The card mechanics are perhaps a bit token - there's no way to interact with your deck of troops, but every unit is varied and unique, and the small 4x4 arena makes from some really tight tactical engagements. It a fast-paced game of throwing your units into battle as quickly as possible, filling as many spaces around your leader, so that you can place new ones ever deeper into opponents’ territory. If you're looking for something short and sweet, MIYAMOTO is an excellent new addition to your roster.
Hoplite (Review)
Developer: Magma Fortress Platforms: iOS Universal, Android Price: $2.99, (free demo on Android)
Hoplite might very well delight that wight who likes only the right sort of roguelike. The hoplites of history aren’t usually considered lone wolves or heroes, but this is exactly what the game casts you as: one nameless figure on a tight hexa-based on a quest to retrieve the golden fleece. Soldiering across levels of escalating difficulty, visiting temples to get incremental bonuses. The movement and decisions are simple, just a series of swipes along with the odd special ability. Small numbers and single turns are always decisive, and the ability effects are simple yet profound, little deus ex machinas bestowed each level. The skill synergies are tantalizing enough to draw you in, and the fiendishly difficult achievements (pacifist run, anyone?) will keep even veterans engaged. This one is a relic of the genre that is sterling.
Road Not Taken (Review)
Developer: Spryfox Games Platforms: iOS Universal, Android Price: $4.99
In Road Not Taken, the winter is harsh and full of children, lost and dearly missed by the village. You, a sackcloth-clad stranger, take your torch and use what precious energy you have to brave the elements, to find and rescue each child. Along the way, the stranger will fend off wolves and spiteful ghosts, scavenging for food and the materials to make campfires. Each step drains energy, more so if carrying items, so the whole game is turn-based but with a soft cap on the number of steps. ‘Soft’ because energy can be replenished by eating various foodstuffs. The procedural generation behind each run belies the handcrafted puzzle levels which recur. This hybrid game wears many hats, though it is primarily a puzzler with crafting elements and a dash of combat. The secrets are a delight to discover and add to your book of recipes, while the multiple play modes offer a softer means of approach for newcomers.
FTL: Faster Than Light (Review)
Developer: Subset Games Platforms: iOS Universal Price: $9.99
Faster Than Light is a quest to save one corner of the galaxy, powering your ship through sections whilst questing for a handy crew, a devastating array of weapons, and sometimes just a glug of fuel. Real-time with pause combat works around cooldowns, with each battle encounter ending once the enemy ship is destroyed or its crew incapacitated. Honestly, the ship is the real hero, suffering hull breaches and 1 HP scrapes while slowly updating its bells and whistles till it can slay the beast. The chiptune beats and graphics were neither wholly retro nor AAA trendy but instead creating their own cool aesthetic. An uncontested classic.
Dream Quest (Review)
Publisher: Peter M Whalen Platforms: iOS Universal Price: $2.99
The challenge in Dream Quest is always the same: proceed through three levels as a chosen class, building a deck strong enough to escape the realm of dreams at last. But like its namesake, the twists and turns this progression takes are strange and wonderful. Rogue-likes typically rely on stochastic events and imperfect knowledge, yet Dream Quest transforms these uncertainties into a must-try challenge for strategy buffs.
The total card-pool is modest and manageable but in total produces a surprising variety of synergies and unique challenges. Inscrutable sphinxes, malicious mimes, and immortal hydras all make an appearance as foes, giving show-stopping battles. The art is so bad it has become iconic; the theoretical possibilities it provides are captivating. Dream Quest’s endgame is supremely satisfying in of itself, but the arduous journey to meet the Master of Dreams is equally thoughtful and intense. A pleasure throughout.
Crypt of the Necrodancer
Developer: Brace Yourself Games Platforms: iOS Universal Price: $4.99
Dance like no one but the lord of death is watching. The rhythm-based gameplay calls back to Audiosurf, Dance Revolution and Guitar Hero, but the skill-split here favors combat and planning over split-second reflexes and a perfect internal metronome. The dungeon pulses to the beat, with everyone’s movement on the grid bound by this universal time. Import your own playlist, pick a character and get questing for loot, boss battles and a jig to remember. The graphics are simple and the size of the maps, the variety of enemies are not colossal, but these actually work in the game’s favor. Entrancement: a simple compulsion to move to the beat. Fill the game with your own personal library of earworms and enjoy the groove.
Auro (Review)
Developer: Dinofarm Games Platforms: Android Price: $1.99
Auro is the result of Keith Burgen’s careful tinkering and experimentations with game design. He’s an outspoken creator with a definite vision which hinges on useful distinctions like the knowledge horizon (a player can’t know everything at once, the designer draws a line beyond which information is out of reach). The prince must save the kingdom by bumping enemies and judiciously using spells and skills across this hex-based battler. Speed, precision and efficiency are paramount; score-chasing the measure of success. Not praised enough, and an android exclusive to boot!
Crowntakers
Developer: Kalypso Media Group Platforms: iOS Universal, Android Price: $2.99, $3.49
Crowntakers has a sense of scale, uniquely balancing tactical combat with long-term investments via the overworld. It needn’t even be played as a roguelike at all, strictly speaking, for one of its alternate play modes is a persistent RPG with unlockables. The emphasis on individual decisions in either case remains paramount, from the exploration phase to combat. Its limitations are in how carelessly it hides some information, about enemy abilities, for example, from the player. In short, an excellent refreshing roguelike-RPG-lite which might be outmatched by other roguelikes but remains a distinct favorite.
Hall of Fame
We like to keep these lists lean & mean, so here's a round-up of former entries that shouldn't be forgotten:
868-HACK
Sir Questionnaire
What would your list of the best roguelike games on iOS and Android look like? Let us know!
The Best Roguelikes on Android and iOS published first on https://touchgen.tumblr.com/
0 notes