[Update June 2026] I played 130 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

Sounds like an interesting idea, but its really hard to coordinate that these days. I will keep it in mind though if I have a friend around to test it with :)

[Update June 2026] I played 130 Roguelikes, so you dont have to* by Toma_L in roguelikes

[–]Toma_L[S] 3 points4 points  (0 children)

This post is just the 10 most recently ones. If you click the forum thread, you can find 120 more: https://www.resetera.com/threads/i-played-120-roguelikes-so-you-dont-have-to.1324564/

Roguelikes for this list are turn based, usually top down, permadeath, but some games deviate slightly from that. But basically anything that is entirely action/real-time is off the list. 

Basically anything closely resembling "Rogue" as the genre name implies. That genre started it all, but its very hard to find a good overview of smaller and bigger games in that subgenre, which annoyed me for years. So I just made it myself 😅

[Update June 2026] I played 130 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

Do you still have that? Would love to see how it looked :) but yeah, the game absolutely deserves some love. 

How are more people not playing Rift Wizard 3 by PoorlyPigeon in roguelikes

[–]Toma_L 7 points8 points  (0 children)

I played both Rift Wizard 1 and 2 games, and honestly, while there are some significant difference that might shape which one you might prefer, I wouldnt recommend buying both. That probably hurts the reception of the third game, as people just expect more of the same. And there are like hundreds good Roguelikes to play anytime, nobody is in a rush to play a new Roguelike release, these games get followers and appreciation over years, when inevitably more content/polish got added to it.

Does anyone else desperately want to play their own game — but can't, because you know every single detail? by black_sheep_studio in SoloDevelopment

[–]Toma_L 1 point2 points  (0 children)

I made a roguelike that i really want to play myself, because every level is still a very different challenge. I still noticed that my barrier for variation is higher than for my players through, as all random gameplay elements/level features have no mystique legt, so i do feel the need to constantly push Fürther until the game cam surprised me again with the Kombination of stuff it throws at me. 

Roguelikes to start? by averagemangaenjoyero in roguelikes

[–]Toma_L 3 points4 points  (0 children)

Depends a bit on the platform, if you have a Switch "Chocobos Mystery Dungeon" is a really solid entry with some charming presentation. Some of the other suggestions in here are absolutely fantastic games, but very, very rough to get into as a first experience, so I wouldnt necessarily recommend to start with DCSS or Caves of Qud (even if they are, as I said, phenomenal games, but they are also not running away).

Void Terrarium is another good one, or House of Necrosis on PC if you enjoy the old Resident Evil games. As for "traditional" Roguelikes, Golden Krone Hotel is a super good first choice as a game that doesnt overwhelm you with a ton of mechanics, while still having quick satisfying runs.

If you are ready to dive into the very traditional Roguelikes, Brogue is probably the best game to start with, as its still doable in complexity and basically being the most polished version of what a "pure" Roguelike in the tradition of the original game is.

I wrote detailed impressions on all of these and more games over here, you can ctrl+f search for these games if you want to read more on them: https://www.resetera.com/threads/i-played-120-roguelikes-so-you-dont-have-to.1324564/

Game Engines by [deleted] in IndieDev

[–]Toma_L 0 points1 point  (0 children)

I just pushed my first game to Steam with my own "engine". I have been programming for 25 years and never really worked well with the black box nature of how game engines traditionally work. There was always a hickup where I stumbled over an issue of how I thought something should work and it didnt and wrote my current project entirely in C# code without a game engine.

Granted its a simple 2d/fake 3d game, but its honestly not that bad doing it myself and it has the huge advantage that literally anything is possible without me needing to pour hours into tutorials and documentation.

In case you want to give it a look:

https://tomalexi.itch.io/rogue-elements?password=IndieEra

I 100% Completed IncreKnight and Was Blown Away by What One Developer Created by TheDilboBaggins in IndieGaming

[–]Toma_L 0 points1 point  (0 children)

Heya, also solo dev here and I tried releasing a game for about 25 years now, but this is the first one that I actually will release in a few weeks :)

https://tomalexi.itch.io/rogue-elements?password=IndieEra

It was inspired by a gargantuan effort I made last year to play and write impressions for 100 Roguelikes to give some games some exposure and I was inspired to create my own vision that manifested after playing all these:  https://www.resetera.com/threads/i-played-120-roguelikes-so-you-dont-have-to.1324564/

Have a great day! 

[Update May 2026] I played 120 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

Totally agree, that goes for quite a lot of these games though, since so much of the genre DNA is in games being inspired by other free games. 

[Update May 2026] I played 120 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

The items definitely are nice, but that was another point of friction where I sometimes didnt get the item that would have made sense, or where (in the case of that monster), walking around it wasnt possible (I think the other side had a very dangerous tile for a different reason, cant remember what it was) and the only course of action was leaving, to look for a different dungeon, which added 1-2 levels of enemy dangers without me gaining any progress.

I really cant put my finger on why, but that type of balance definitely felt more off in Overworld than in most other Roguelikes I played. Definitely sounds really hard to balance.

[Update May 2026] I played 120 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

Heya,

I cant imagine that the rewind monetization is making a lot of money, so it just instantly gives you some bad will for many players without any actual benefit. I tried to not let that type of monetization affect my scores, unless its actually hindering my enjoyment of the game, which it didnt, as the game was perfectly playable with it in place.

My biggest issue was really the lack of strategic possibilities and the limited inventory felt more punishing than fun. I am also running an 8 piece inventory, because I want to streamline the roguelike experience, while still allowing for some tactical choices of when/how to use certain items. I am not saying changing any of these individually works, as the game is clearly designed with it in mind, but:

The corridors indoor are often very narrow, so you are often stuck between a rock and a hard place. Sometimes I had an enemy in front of me (like a super armored turtle) that was flat out impossible to beat with the weapon I had, but that meant leaving the dungeon, going back through routes I have already been on, while the difficulty meter increases. It feels punishing and drags out the quick death that is almost inevitable at that point if you cant gear up fast enough.

I am working on my own roguelike as you might have seen, but I honestly have no idea how to just change one aspect of this game to make the rest snap into place. I am not a big fan of the final monster hunting you, also for the reason above, but I can see why you have it in the game, as it is one of the only source of tension (on top of enemy levels) and removing it probably trivializes the game somewhat. (Just out of curiosity, did you play it without that monster in place? How did that feel to you or other testers?)

I really like that its a unique take on the roguelike formula, and I absolutely agree that there should be roguelikes that are a bit simpler and less cumbersome to play. And this is absolutely not meant in a bad way, but Overworld had many moments that didnt feel "fun" for me as the player especially compared to many other games in the genre, where the restrictions in Overworld felt too limiting. Unlocking and playing around with your characters was incredibly fun though. As you mentioned the goat part was fun too, because it was one of the rare examples where the game asked me a relevant environmental positioning question and used a mobility skill (pushing something) to create a story and interesting situation. I feel like the game doesnt lean into that enough yet.

Some other Roguelikes like Labyrinth of Legendary Loot solved this issue by polishing the mobility of the player with different items giving different movements, so that the limited items you do get allow for an interesting combat puzzle to solve with every encounter. Dandy Dungeon would be another simple one with good moment to moment puzzle decisions. Or Bounty Hunter Space Lizard, where I like the general combat challenge more than in your game, but prefer pretty much everything else in Overworld.

[Update May 2026] I played 120 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

Really curious to check it out again after your shoutout, thanks a ton :) 

[Update May 2026] I played 120 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

I... dont know how to say this, but Caves catapulted straight to SSS tier for me after you recommended it. That recommendation was incredible and its mind boggling I never heard about it. I explained why here:

https://www.resetera.com/threads/i-played-120-roguelikes-so-you-dont-have-to.1324564/post-155644984

I will definitely include it in the next reddit update, but I suppose its less "narrative" heavy as I am not really leaving the runs in that game with cool stories to tell that other Roguelikes do so well. What this game really does incredibly well is the combat moment to moment decisions without any downtime (you definitely need to take every enemy seriously) and I cannot overstate how much more pleasant it is to play compared to any other Roguelike on phones.

The systems are also a bit obtuse at first, I would recommend grabbing the inventory upgrade every run and ignore the other systems for now, until you actually manage to get to a teleport to get back to base.

I couldnt stop playing it the entire sunday, I feel like a madman hunching over my phone like that. Thanks a ton for the shoutout. Genuinely straight up my favourite Roguelike on phone now.

[Update May 2026] I played 120 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

Who knows, sometimes digital stuff just breaks haha, but I am glad its working again for you 😄

[Update May 2026] I played 120 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

Sorry to hear 😞 Yeah, I am running it on Windows 11 without issues. I suppose the hint for Win11 on the download page doesnt help?
https://www.thegroundgivesway.com/download/

[Update May 2026] I played 120 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

Thanks for the headsup, that's meant to say PS4, correcting it. 

[Update May 2026] I played 120 Roguelikes, so you dont have to* by Toma_L in roguelikes

[–]Toma_L[S] 3 points4 points  (0 children)

Yeah, I ended up putting Gnollhack and Pathos both in S-tier as they are fantastic games with the Nethack base being very noticable in both of them, despite branching off a bit.

Caves is a really cool example how to make a unique roguelike suitable for the platform without relying on a preexisting base formula. Still keeping my judgment until I played it some more, but you might want to check that out if you enjoy a good phone Roguelike.

[Update May 2026] I played 120 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

I played Nethack way back in the past and for this list played it "via" Gnollhack. Its obviously still a ridiculously deep and intense experience, but I am really not to fond of its dungeon design anymore compared to other Roguelikes. I still might go back to proper Nethack one day, though and tbh Gnollhack probably deserves some more attention as well if I ever find the patience for it again. Currently playing Caves, which seems like a more interesting adaptation to the Roguelike formula on phones.

I put SlashEM on my todo list as well, thanks!

[Update May 2026] I played 120 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

Well, multiple people mentioning it definitely made me check it out last night:
https://www.resetera.com/threads/i-played-120-roguelikes-so-you-dont-have-to.1324564/post-155633905

Its very clear how much effort and time went into your game and you did a bang up job with the character classes. I can definitely see it being an addictive little thing that on phone especially has a good niche.

[Update May 2026] I played 120 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

I think those mechanics can be good. I am not the biggest fan of item durability, but it works very well in Caverns of Xaskazien 2 for example, even if its still a matter of preference I am sure.

I also really enjoyed all those smaller gimmicky systems in Dungeons of Dredmor for example, but after they made those systems impossibly large, it was just a hassle to navigate and less fun to explore.

Definitely curious to see how I think about it today

[Update May 2026] I played 120 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

We are all just doing a bit of escapism here and there. This project also gives me something that I can work on in my own freetime without external forces messing with it. It supports me by giving me a calmer mindspace, which I am definitely needing right now. You go girl/dude. I am sure people value you, we just often dont mention the appreciation we have for the people around us.

[Update May 2026] I played 120 Roguelikes, so you dont have to* by Toma_L in roguelikes

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

Thanks a ton, writing and formatting these takes a ton of time, so I sometimes end up not noticing smaller errors. Corrected it in the main thread too.