I was going off of how the rogue-like tag is currently used in game marketplaces, like Steam. You are technically correct, I learned something new, and I updated - but as far as seeing the phrase in the wild and trying to predict what to expect, my comment stands.
Hades and Dead Cells are certainly not like diablo. the core game loop is to lose and try again, not build up a strong character over the course of a single playthrough as is typically expected of action-rpgs.
It seems like the definition of rogue-like has expanded due to popularity of the genre (as things do) and you have a purist attitude that rejects the new compromises. Rather than create contention over something you cant control, it might be better to highlight permadeath and no persistence as a subtype of rogue-likes for which the original game falls under.
And yes, it probably does need a better general-purpose name but unfortunately the thing it describes is rather abstract so idk what a concise self-evident phrase could be for it
>Saying that it's a feature of the genre is definitely wrong.
good thing I am not saying that then
The point is that if you see "roguelike" then those features could be there, not that they necessarily will be there. We are talking about a genre, which is a pretty general thing
An FPS could have grenades, but it might not. And including grenades does not suddenly mean it is no longer an FPS.
Steam does list Dead Cells as both a roguelike and a roguelite. So yeah, you literally will find these features in this genre.
> each "run" or playthrough you change the game state somehow (varies by game) so that the next run is easier / you have more in-game options for progression.
You didn't say they could have that, you said they did. You can change your comment in a way that it would be correct, yes.
I could describe dogs as "brown animals", then you'd say that's not usually true. I could reply that some modern dogs are brown now so I'm not always wrong, but describing dogs as "brown animals" is definitely an incorrect definition.
I had already edited my comment before you made this reply to specify "rogue-lite" at the beginning of that sentence. I was emphasizing to you that you should not be surprised to find such features in games labelled rogue-like. not sometimes, but most of the time.
I searched for rogue-likes a few years back, played some, enjoyed and continue to enjoy the genre, and commented based on my experience. Pretty much every game I came across had game-state changes. You referenced slay the spire. you unlock new cards and classes in that game, giving you more in-game options for progression as I said.
Hades and Dead Cells are certainly not like diablo. the core game loop is to lose and try again, not build up a strong character over the course of a single playthrough as is typically expected of action-rpgs.
It seems like the definition of rogue-like has expanded due to popularity of the genre (as things do) and you have a purist attitude that rejects the new compromises. Rather than create contention over something you cant control, it might be better to highlight permadeath and no persistence as a subtype of rogue-likes for which the original game falls under.
And yes, it probably does need a better general-purpose name but unfortunately the thing it describes is rather abstract so idk what a concise self-evident phrase could be for it