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I would not consider FTL to be a roguelike because (a) you can't go back to previous levels, you can only explore the current map, and (b) you're forced to prog
by wnoise 6y ago
I would not consider FTL to be a roguelike because (a) you can't go back to previous levels, you can only explore the current map, and (b) you're forced to progress to the next level on a timer.
- reificator 6y ago> (a) you can't go back to previous levels, you can only explore the current map a. While this is common in roguelikes I'd never pick it out of a list of defining traits of a roguelike. It's like defining first person shooters by whether they have keys that open doors. Sure it's common but I'm not playing Doom to find red keycards, I'm playing to shoot things. The keys just help direct the experience and there are plenty of mechanics that could fill that same gap. > (b) you're forced to progress to the next level on a timer b. There is a timer that prevents you from leaving before it's up (engine charging), and there is escalation of force the longer you stay in a sector (rebel controlled beacons) but neither of those design decisions strike me as incompatible with the roguelike formula.
- mrob 6y agoRogue also doesn't let you go back to previous levels (except during the ending sequence when you escape with the amulet) and forces you to progress on a timer (you starve if you go too long without eating).
- deleted 6y ago[deleted]
- wnoise 6y agoDang, you're right. I've played so much nethack after rogue that it overwrote that.