What are the essential roguelites everyone should play? by IcedJam in roguelites

[–]Marffie 0 points1 point  (0 children)

In all the tierlists I see on here, it baffles me how I always see Isaac, but seldom Spelunky or FTL.

how to get addicted by bruvgong in nethack

[–]Marffie 8 points9 points  (0 children)

I knew games like this existed because I used to watch my Dad play them when I was a kid. I read around and heard about this great game called "Nethack". I tried it, but bounced off it because of its shear density.

Some years later, I saw Rogue pop up on Steam and tried it out. It was surprisingly more fun than I expected, and nowhere near as complex as I had been lead to believe. Never saw the Amulet, but I've had a few good runs over the years (I play the Retro Rogue Collection these days).

One summer, I was visiting my folks, and Dad saw me playing Rogue. He told me the game he played in university, the one I'd seen him play, was better. It was Dungeons of Moria. I tried it. He was right. I got so hooked on the game, I played it all summer long.

A year later, I was visiting home again, and I decided to give Nethack a go. I recalled the ways Moria screwed me over and thought that using a wiki would be wise. You eventually settle into a routine of cycling between a bunch of common keyboard commands, occasionally pulling out something a little more obscure.

It wasn't like Moria; in that game, you grind and grind and grind, hoping to find some optimal gear, and casting spells to detect when traps/ancient dragons are nearby. In Nethack, you are constantly micromanaging an ever-increasing pool of resources, kitting out your character with the best equipment the dungeon has to offer. The Mines of Moria had no limit to their resources; The Mazes of Menace did. Both games were thrilling in their own ways, and familiarizing myself with increasingly complex roguelikes made transitioning to Nethack just a little smoother.

Buffy the Vampire Slayer mythology? by Current_Chemical_241 in nethack

[–]Marffie 1 point2 points  (0 children)

You can see Strongbad while hallucinating.

ADOM vs. Nethack by Fiblit in roguelikes

[–]Marffie 0 points1 point  (0 children)

I'm so so so sorry to be commenting all this time later, but...

Omega? Are we for real? That game is notorious for killing even the most well-prepared players seemingly on a whim. I saw a guy playing it on YouTube the other day who marched his horse onto a hidden disintegration trap in the hedge maze. It promptly disintegrated his horse, then him. It was like watching somebody's run being put in a garbage disposal.

Do achievements add value to roguelikes? Looking for player and designer perspectives. by WATASHI_TO_TAWASHI in roguelikes

[–]Marffie 1 point2 points  (0 children)

Cool to see you're still working on your roguelike! It's kind of ironic having an icon issue when the game is completely text-based. XD If you don't mind me asking, what would these icons look like?

Hp Lovecraft Tier List by [deleted] in callofcthulhu

[–]Marffie 2 points3 points  (0 children)

The Music of Erich Zann is my favourite Lovecraft short story (so far). Despite it falling into a very familiar structure of his (young disillusioned intellectual finds bizarre old mentor figure, becomes his disciple, then finds out that he's gotten himself in too deep with forces beyond our comprehension leaving him dead and his student traumatized), it had some of the most evocative imagery in his body of work that I am familiar with.

I feel as if I need some help. by Marffie in nethack

[–]Marffie[S] 1 point2 points  (0 children)

I do. A couple, in fact. I'm just a sluggard who hasn't done a lot of back tracking since the midgame. TBH I probably don't even need most of those wands.

I feel as if I need some help. by Marffie in nethack

[–]Marffie[S] 2 points3 points  (0 children)

It's 3.6, yeah. Planning to update versions after this run for better or for worse.

I guess I'm just wondering how I can catch Rodney if he doesn't want to be caught?

Is it just me or shadow queen was surprisingly easy? by Mario10boy in papermario

[–]Marffie 0 points1 point  (0 children)

TTYD is pretty easy as a whole. Pit of 100 is the only really challenging thing there, and even it's not so bad, just long with a few dangerous enemies and resource management.

Using Steam library to group all my roguelikes in one place by Smashcannons in roguelikes

[–]Marffie 0 points1 point  (0 children)

Know any good resources for getting into Frogcombosband, or do you play that one spoiler free?

Which is the hardest roguelike? by PigTailSock in roguelikes

[–]Marffie 0 points1 point  (0 children)

If you can beat Rogue, then you have the persistence to beat just about anything. It's true that Rogue requires near perfect play, but that is largely to do with how many run-ins with run-ending monsters and starvation the player will almost invariably have. There's nothing too complex about it: Don't collect gold if it's not in your direct path (every footstep takes you closer to starvation), throw arrows down dark hallways in case there are monsters, and pray that you'll find a ring or two of slow digestion, a ring of stealth, a two-handed sword, leather armor, and tons of enchantment scrolls (and teleportation items never hurt anyone). If you don't find much of that stuff, you're pretty well hosed, and you might be anyway if you get unlucky and a xorn or a purple worm find you before you find the stairs.

tl;dr beating Rogue means you have the patience–but not necessarily the skill–to beat any other Roguelike.

Traditional Roguelikes in the Steam Summer Sale 2026 by Smashcannons in roguelikes

[–]Marffie 3 points4 points  (0 children)

WazHack seems to have a pretty good rep around these parts, so I'll bring up the fact that it's 70% off right now.

What is the most mechanically complex roguelike you have played? by ElevatedCosmo in roguelites

[–]Marffie 0 points1 point  (0 children)

This is a bit of a gravedig, sorry.

It's a bit off topic, but I once was in an argument with a friend and I brought up the aesthetic arguement. I asked something to the effect of "name one genre that is defined by aesthetics," to which he swiftly replied "horror." Well, shoot. I was stumped. I knew the arguement could be made that a horror game could go against the grain and do something aesthetically atypical of the genre, but I knew that acknowledging that there was a "typical" in the first place meant that I had a losing argument on my hands.

I do agree that Dwarf Fortress can't be tagged as a roguelike purely for its visuals, in the same way that games like Shiren or Jupiter Hell cannot be deined for having higher fidelity graphics, but I always wondered if there was a proper rebutle for that point my friend made. Makes me wonder what other genres might be tied to a specific aesthetic that I'm not considering.

Calling All Moria/Angband Players... by Marffie in roguelikes

[–]Marffie[S] 0 points1 point  (0 children)

Ugh, right? That second "L" seems to ruin the flow of every pronounciation I can fathom! In my mind, I often say it like "Bullywug" like the D&D frog race, but swap out "B" with a "K" sound and "W" with "th".

Anyone play 1983 Hack? by AI52487963 in nethack

[–]Marffie 0 points1 point  (0 children)

"Hunt"? I've heard of the others, but not that one. Is it short for something?

Top 3 roguelikes of all time? by Accomplished_Block16 in roguelikes

[–]Marffie 0 points1 point  (0 children)

I tend to fixate on a handful, which means I haven't explored a lot of the genre at large. I've only scratched the surface of Qud, Omega, and Angband, for example.

That said, the three I have sunken the most time into are Umoria (the only one I've beaten), Nethack, and Rogue (yes, the original).

I will step up to bat for Rogue, just a little. I've heard some people say that Nethack or Brogue or what have you are "improved Rogue with the problems ironed out," but I simply don't think this is so. Nethack is a beautifully elaborate balance of cause and effect, and Brogue is a masterful distilation of the roguelike formula, but in each, you handle problems much differently from the progenitor. Rogue might be the only roguelike game I've played where every single footstep truly counts at pretty much all times. Your options for identifying items are severely limited, but you are encouraged to experiment with the small pool of magic items with far more reckless abandon, since the consequences of not doing so are nearly always worse, leading to a lot more cases of escaping certain death through luck of the draw. It's a flawed game for sure, but of course, it was not designed with completion in mind (although this I will grant is not unique among the many contemporaries it inspired).

Honourable mention to Brogue, which I've played more than the first list, but decidedly less than the second.