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A character-based shooter with roguelike elements that celebrates the artistry of what shooter fans call “bullet hell” – Ira is now available on GOG!

High up in the heavens, the ancient crystal known as Ira maintains the peace of an entire world... until a mysterious figure shatters the crystal, allowing Chaos to return. As malevolent creatures suddenly appear across the land, a young girl is chosen by an ancient god to collect the fragments of Ira and restore order, assisted by the apostles who once served Ira’s creator.

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Nice!
Why is everything need to be roguelike nowadays?
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Reglisse: Nice!
Why is everything need to be roguelike nowadays?
the same could be said about souls-like
Seems to have significantly fewer Irish terrorists than I first thought.
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Reglisse: Nice!
Why is everything need to be roguelike nowadays?
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csanjuro: the same could be said about souls-like
So true ^_^
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Reglisse: Nice!
Why is everything need to be roguelike nowadays?
What would be better then?
Herolike? Policelike?
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Reglisse: Nice!
Why is everything need to be roguelike nowadays?
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timppu: What would be better then?
Herolike? Policelike?
Assuming the latter is a new name for games like SWAT 4, Doorkickers and Police Stories, I'd be happy with more games in that "genre".
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Reglisse: Nice!
Why is everything need to be roguelike nowadays?
because many people like them and they sell well
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Reglisse: Nice!
Why is everything need to be roguelike nowadays?
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amok: because many people like them and they sell well
Sorry, but that isn't the primary reason. The primary reason the "roguelike" tag/genre is so popular these days is that procedural generation is far easier to develop than hand crafted level design and allows for the illusion of infinite replayability while permadeath forces replayability and increases (some might say artificially increases, but that is debatable) playtime. So developers can make "longer" games for less effort, and probably less cost. The fact that people keep buying them only adds fuel to the fire, and the presumably lower costs means fewer people need to buy it for it to be profitable.

Not that procedural generation is inherently a bad thing. Done right it can do what it presumes to do quite well, adding replayability and variety. But it isn't done well nearly as often as it is done poorly, where it just leads to games feeling incredibly repetitive very quickly.

Which category this particular game falls into will of course be a matter of personal opinion, as so many things are.
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amok: because many people like them and they sell well
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MasterofFiction: Sorry, but that isn't the primary reason. The primary reason the "roguelike" tag/genre is so popular these days is that procedural generation is far easier to develop than hand crafted level design and allows for the illusion of infinite replayability while permadeath forces replayability and increases (some might say artificially increases, but that is debatable) playtime. So developers can make "longer" games for less effort, and probably less cost. The fact that people keep buying them only adds fuel to the fire, and the presumably lower costs means fewer people need to buy it for it to be profitable.

Not that procedural generation is inherently a bad thing. Done right it can do what it presumes to do quite well, adding replayability and variety. But it isn't done well nearly as often as it is done poorly, where it just leads to games feeling incredibly repetitive very quickly.

Which category this particular game falls into will of course be a matter of personal opinion, as so many things are.
No, that is not the reason. This is what someone who do not know what procedural generation involves says. Yes, you can make very lazy games with proc.generation, but you can also make very lazy games handcrafted. The most boring games are those that are handcrafted, but then just have the same repeated ad infinitum. it is here you can find a lot of artifical inflation to increase playtime, as well as other tricks such as high difficulty spikes and artificial gridning goals to hide the actual lenght of the levles.

Making a good game which has good use of proc.generation is just as difficult and requiers just as much work as a handcrafted level game.
Post edited October 04, 2023 by amok
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Reglisse: Nice!
Why is everything need to be roguelike nowadays?
So small developers without much time and manpower don't have to spend too much energy balancing their gameplay. They can just make an unbalanced game and say it is a feature, if they make a roguelike.