Game-related ramblings.

Tag: Red Rogue

Roguelike Updates: New Crawlers and Redder Rogues

Readers who are unfamiliar with rogulikes may wish to read my introduction to the genre, or some of my Roguelike Highlights posts. Also remember that you can click on images to view larger versions.

One of the two updated roguelikes I’ve been playing is somewhat timely: Dungeon Crawl Stone Soup reached v0.14 a mere three weeks ago (and is now on v0.14.1 with some bugfixes). The other is not: Red Rogue (which is actually a roguelike-like) reached v1.0.3 over a year ago (and I even mentioned it an an earlier Roguelike Updates post), but I hadn’t gone back to try it until recently. And then I found myself drawn in once more, playing it far more than I expected and being impressed all over again. I decided it was worth adding to my original post about Red Rogue with my more recent thoughts on the game.

Read on for details on these two, plus a run-down of other updated roguelikes.

Roguelike Updates: Axe And You Shall Receive

Readers who are unfamiliar with roguelikes may wish to read my introduction to the genre, or peruse the various Roguelike Highlights posts. Also remember that you can click on images for bigger versions.

Just because I spent four months playing nothing but indie platformers doesn’t mean that the various roguelikes I’ve covered on the blog have stopped updating. It’s time to catch up with the latest developments! The biggest news for me was the release of Dungeon Crawl Stone Soup v0.12 (it’s now at v0.12.2 with a few more bugfixes). While the nickname for this release, “High Vaultage”, refers to the redesign of the Vaults dungeon branch, I was actually more interested in another change: axes now hit up to seven targets around the wielder with each attack. This presented an excellent incentive to return to a race/class combination that I’d dabbled with before: the deep dwarf berserker.

Roguelike-like: Red Rogue

Things are about to get violent.

Readers unfamiliar with roguelikes may wish to read my introduction to the genre first.

I first heard about Red Rogue a few years ago, when its author, Aaron Steed, began a development log forum thread on Tigsource. Soon there was a playable build which I had some fun messing around with, but I didn’t stick with it for very long. Flash forward to last week, when out of the blue I saw the news that the game is now complete. So I decided to take another look. And my, it’s a lot more interesting now, enough so that I kept playing it instead of writing this post (apologies for the tardiness) and I imagine I’ll keep playing it for some time.

So what is Red Rogue? It’s a roguelike platformer. If you’re like me, that immediately makes you think of Spelunky, which I’ve written about before (it’s excellent, by the way, and you should definitely go play it). But while Spelunky is a platformer that borrows a bunch of roguelike elements in its design, Red Rogue is more of a roguelike re-imagined as a platformer. While exploring its procedurally-generated levels, you will find, identify and equip weapons and armor, you will walk into enemies to attack them, you will search for traps and secret passages, and you will slowly learn more about the dungeon and the rules that govern it.

Oh, and you’ll die a lot.

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