alt textScreenshot of a tumblr post by greatlordfluffernutter:

AAA Games: We've created a massive open world 500x larger than our previous game with a grand total of two (2) sidequests that have been copy-pasted all over the map. That way, you have many different ways to climb a tower to find where to shoot stealth mechanics base building zombies buy the tarnished pass today!

Steam Indie Games: We had the great idea of taking Sekiro's combat system and making into a rhythm game! We then decided to make it a roguelike deckbuilder so we wouldn't have to design a progression system or level layouts and the player can just reset runs until the game becomes good via monkeys and typewriters.

Itch.io Games: I made a 2 hour long game about the trauma of growing up as a closeted trans girl presented via metaphor of being a stowaway on a 25th century cargo ship delivering goods between Hong Kong and The Greater Empire of Americana. It's also a roguelike deckbuilder.

Screenshot of a tumblr post by greatlordfluffernutter:  AAA Games: We've created a massive open world 500x larger than our previous game with a grand total of two (2) sidequests that have been copy-pasted all over the map. That way, you have many different ways to climb a tower to find where to shoot stealth mechanics base building zombies buy the tarnished pass today!  Steam Indie Games: We had the great idea of taking Sekiro's combat system and making into a rhythm game! We then decided to make it a roguelike deckbuilder so we wouldn't have to design a progression system or level layouts and the player can just reset runs until the game becomes good via monkeys and typewriters.  Itch.io Games: I made a 2 hour long game about the trauma of growing up as a closeted trans girl presented via metaphor of being a stowaway on a 25th century cargo ship delivering goods between Hong Kong and The Greater Empire of Americana. It's also a roguelike deckbuilder.

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[–] 10 points 1 day ago

Holy alt text. You really put a lot of effort in and I can appreciate tthat <3

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  • [–] 9 points 1 day ago (4 children)

    I don't like calling deck builders roguelike, call it deckbuilder with perma death

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  • [–] 7 points 1 day ago (1 child)

    All the deckbuilders I know aren't even roguelikes, they're roguelites. The meta progression of unlocking new cards/charms/characters is too essential to the longevity of a run-based deckbuilder.

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  • i would argue that having any meta-progression isn't really a useful distinction. i think it's much more useful to draw the distinction between meta-progression as a means of tutorialization (unlocking new items or characters, ala slay the spire and balatro) vs meta-progression as a difficulty affordance (like the permanent upgrades of hades)

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  • [–] 145 points 2 days ago (5 children)

    Mobile games: we vibe coded another generic candy crush clone where you have no objective and just touch stuff to make colorful flashy animations and see ads between each level

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  • [–] 7 points 1 day ago

    Or alternatively: we drew a big cool map and then a dull version of that map we've overlayed on top of it and mechanics that allow you to reveal bits of the good map gated by an exponentially increasing timer tuned to give lots of dopamine early on to get you hooked then it'll encourage you to spend money to skip the wait. And the exponential growth means each purchase of time or resources can look like it will give you everything you'll ever need by being way higher than your current needs but in two levels, the new needs will dwarf even that.

    Other alternative: we've made a (great/decent/passable) combat system and you gamble for combatants. You don't have to pay to play, but your odds of winning are correlated with how much you pay us, though we can throw free players a bone to pressure you into spending even more because you see them catching up.

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  • [–] 26 points 2 days ago (6 children)

    deckb- leaves

    rog- leaves

    soulsl - leaves

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  • [–] 11 points 2 days ago (3 children)
  • [–] 11 points 2 days ago (2 children)

    We should make "Greglike" a thing.

    Pyanodon is a greglike game

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  • [–] 6 points 2 days ago* (last edited 2 days ago) (1 child)

    yes and there's also

    • Gregtech Lower Dimensions (Terraria mod),
    • TerraFirmaGreg and GTNH (obviously)
    • Voxel Eras

    some more come to mind

    • Stationeers
    • many of the complex Factorio expansion modpacks, like Pyanodon's, Angel+Bob, and Nullius
    • crafting-heavy mods for Starbound
    • some Mindustry-based games

    just a few more come up:

    • GT6
    • Reika's mods
    • Ultracube
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  • [–] 9 points 2 days ago (2 children)

    I gave the comments a quick scan so I might have missed it, but what would be the Itch.io game in question, if anyone knows?

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  • I really hate how accurate this is. It's even worse because I can't get enough of the roughelikes even though they have lately been leaving me with a large amount of disappointment.

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  • [–] 50 points 2 days ago* (last edited 2 days ago) (10 children)

    I miss the era of pixel art platformers with a cliff face for a difficulty progression curve (also 50-50 chance of being a roguelike)

    Oh also another current theme of: Vampire Survivors, but with a vaguely different theme

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    [–] 22 points 2 days ago* (3 children)

    If anyone wants a good itch.io game recommendation that isn't a deck builder or rogue-lite/like, "Voices of the Void" is a really good one :p

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    [–] 7 points 2 days ago*

    Where does the best shooter of all time, 'The Conduit' for the Nintendo Wii by High Voltage Software, fit into this?

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  • [–] 39 points 3 days ago* (last edited 2 days ago) (6 children)

    It's roguelike deckbuilders all the way down (and I wouldn't have it any other way)

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  • [–] 23 points 3 days ago (2 children)

    I haven't enjoyed many. The only fun one I've found was created by my good pal, Kurt cocaine. (They changed their name)

    Roguelike bullet hell, where the deck builder lies between levels, so you can build your weapons

    https://skyfire-games.itch.io/td2s

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    [–] 29 points 2 days ago (20 children)

    Both the Steam Indie and the Itch.io games are valid ways! Also, procedural generation does NOT have to be bland. Dead Cells - my preferred Metroidvania (will stay that way probably until the day i die), and Hades I/II are the best examples how random generation can generate completely acceptable and enjoyable gameplay experiences. Give the generator enough pieces to work with and make sure they fit together regardless of how you mix&match them, and you got a pretty good thing going. Add tight controls and clear visuals for anything gameplay-relevant, make sure random bullshit doesn't punish too harshly, and give the player control about how hard the game gets, and you probably have something that will pay the bills.

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  • [–] 2 points 1 day ago

    Or even go back to one of the OGs of procedural generation: Diablo. The franchise might not be as popular these days (though could be more popular than ever in absolute terms) but it never really suffered from the procedural generation and Diablo 2 kicked it into an even higher gear with its mix of handcrafted and random aspects, plus spanning a bunch of very different looking locales that behaved a bit differently, too. From the open plains of Act I separated by rivers or fences, down into the caves and catacombs, then to a dessert with sewers, sandy areas, bug burrows, a mage's tower, dessert tombs reminiscent of Egyptian tombs (in contrast to the more Gothic tombs of act I or the east tropical island tombs of act III). All (well, most) of it procedurally generated and not boring (though that was probably because it turned every single kill into a spin of a wheel on a slot machine and you had to find the next progression points to move on).

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  • [–] 16 points 2 days ago (10 children)

    Eh, Hades level generation isn't anything special, just a few hand-crafted pieces stitched together with random enemy and hazard spawns. It works well for the type of game that it is, but in general the "room-lite" approach to procedural generation (where it's largely a bunch of completely separate combat encounters in standalone rooms is not super interesting to me.

    This is why Dead Cells and Spelunky's procedural generation is much more interesting. Yes, there are hand-crafted pieces, but the way that they sometimes come together create very unique and cool situations that room-lites never achieve.

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  • [–] 16 points 2 days ago (7 children)

    I love Noita for this reason. Every pixel is simulated and interacts/reacts to each other so as well so as well as the map being procedurally generated each run, you can interact and change it all as you progress. You can do some really wacky results with your wands if you build up your spells with good combinations, and there's a somewhat hidden deep depth of alchemy to the game so mixing different liquids make different things/effects. Or get so high eating stuff you probably shouldn't and somehow end up altering reality, changing one random liquid type to another for the rest of the run. You really needed water? Good luck, all water is now honey

    Can easily have a run where you're just exploding everything, and setting fire to every pixel that's flammable, go a full acid build and dissolve everything, or just bathe and heal yourself in the blood of every enemy that you kill and go wild

    Sorry, I realise I was talking about just the procedural generation of the game but ended up rambling into fanning over the game instead lol

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    [–] 21 points 3 days ago (1 child)

    i can't ever find any good rougelike deckbuilders on itch :(

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  • [–] 18 points 3 days ago
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