Thoughts by Mr Creosote (12 Oct 2024) – C64
These days, all too many games are using the roguelike badge. So many that it has become almost meaningless. How refreshing when a game like Rogue64 sticks to the formula of the game which lent it its name.
On the simplistic side of the genre, eight randomised dungeon levels are waiting to be explored. At its bottom, a Lovecraftian tentacle monster waiting. Gold lying around on the way, serving no other purpose than to increase score. Like potions, it is picked up automatically when walking over it.
This sort of automation enables to do away with complex keyboard shortcuts and rely on intuitive joystick controls instead. Which, of course, implies that the variety of actions is strictly limited.
Based on the turn-by-turn progress, the core challenge lies in planned, well-timed movement. Monsters sporting punny names approaching? Don’t let yourself be surrounded. Try to get the first strike. Increasing chances of victory immensely, even if hits and misses are relying on random dice rolls.
Potions and gems can reveal the outlines of the level map, increase strength, maximum health or provide temporary stat boosts. Interestingly enough, not all kinds are even present in game each round, leading to some unexpected variety.
In its barebone extent, its self-restriction, Rogue64 fares well. While not looking flashy, the graphical screen layout is quite thought-out. Character stats on the right, a schematic map always visible on the right. A simple, but sufficiently colourful main area in the centre.
The map, of course, could be better. When the player leaves items behind on the ground, for which there can be good reasons, why are they not marked on there? Why is the level exit not visible? Likewise, after quaffing an unknown potion for the first time and thereby identifying it, why doesn’t the game name it properly subsequently, but expects the player to remember its effect?
Such issues of convenience aside, the main weakness is in the limitations of level design. The generation algorithm works reliably, but produces nothing memorable. A screen is either a large open space or contains slightly labyrinthine walls fulfilling no discernible function.
Speaking of screens, it is rather unusual to have them be completely distinct. Enemies will never move across their boundaries, making rather illogical escape tactics possible. It seems like a technical limitation than a design choice. Even within the space of a screen, the enemies are behaving in very limited ways, exhibiting no smart moves or anything else.
None of this damages the overall sympathetic impression the game leaves overall significantly. It’s a humble game which largely achieves what it wants. It does not aim too high, but gets the basics right. You won’t lose yourself inside it for ages, but wasting half an hour with it from time to time is an option for sure.
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roguelike:
A sub-genre of roleplaying games, inspired by Rogue. Typical attributes are randomly generated dungeons, permadeath (meaning save games are erased when the player character dies) and turn-based gameplay. ↩︎