The idea is that “roguelike” = a game like Rogue, which according to some people, requires checking most if not all of the boxes including ASCII, proc-gen, perma-death, turn-based, … while the term “rougelite” is less strict. But I think we’re past the point of that distinction being adopted into mainstream.
I’d also say we’re well past that point. Generally from my experience, the only difference between a rogue-like and -lite is that the latter has some form of permanent progression between runs. Though, often times even that distinction is ignored.
I mean, its not about the art style, its about the gameplay loop.
Yeah I guess for me it originally about a game I could play on the terminal that had such complexity.
The idea is that “roguelike” = a game like Rogue, which according to some people, requires checking most if not all of the boxes including ASCII, proc-gen, perma-death, turn-based, … while the term “rougelite” is less strict. But I think we’re past the point of that distinction being adopted into mainstream.
I’d also say we’re well past that point. Generally from my experience, the only difference between a rogue-like and -lite is that the latter has some form of permanent progression between runs. Though, often times even that distinction is ignored.
This is why roguelikes that are actually closer to Rogue are called traditional roguelikes these days.