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[006] Bomber-Boi Current Version
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*Spirelikes: [[DeckbuildingGame Deckbuilding]] roguelikes where the player collects cards to form a deck for battle (with limited opportunities to heal, upgrade cards, or remove cards that are proving themselves to be a nuisance). Combat is turn-based, with what the player can do on a given turn being defined by what cards they drew from their deck on that turn and how many action points they can spend playing those cards; unused cards are discarded at the end of the turn. Cards can sometimes be removed from or added to the deck for the duration of a combat, such as as an extra drawback of unusually powerful (or cheap and expendable) cards. Enemy attacks are usually broadcast to the player during the player\'s turn, allowing them to formulate their strategy around responding to what the enemy is going to do next. Many {{Status Infliction Attack}}s take the form of temporary {{Deck Clogger}}s, though more conventional StatusEffects also exist. New cards to add to the deck are offered after every battle, and the player is usually allowed to skip and not add any cards if they don\'t like any of the options and/or feel that their deck works fine as is. The option to skip is a crucial part of run strategy, since it\'s generally easier to add new cards than to remove them, and the cards the player starts a run with are generally not strong enough to be useful in the late game, making it often a good idea to remove them. Non-card collectibles are also offered after fights with stronger enemies or special \"treasure rooms\" to augment the player\'s stats or modify their abilities. Random events are also available to allow the player to modify their deck and/or character in some way, with the risks and rewards of the offered options being clearly spelled out. Some of these random events (or the non-card collectibles) may add persistent deck cloggers that will interfere with the flow of the player\'s deck unless and until they are removed through the aforementioned permanent card removal opportunities (or they could be used as secondary-discard fodder). Progression is strictly one-way with no backtracking allowed, though branching paths are usually offered. Different playable characters, factions, or classes often have wildly different card pools that specialize in various aspects of the combat system and neglect others, ensuring that any given build will have clear strengths and weaknesses that must be accounted for.
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*Spirelikes: [[DeckbuildingGame Deckbuilding]] roguelikes where the player collects cards to form a deck for battle (with limited opportunities to heal, upgrade cards, or remove cards that are proving themselves to be a nuisance). Combat is turn-based, with what the player can do on a given turn being defined by what cards they drew from their deck on that turn and how many action points they can spend playing those cards; unused cards are discarded at the end of the turn. Cards can sometimes be removed from or added to the deck for the duration of a combat, such as as an extra drawback of unusually powerful (or cheap and expendable) cards. Enemy attacks and other actions are usually broadcast to the player during the player\\\'s turn, allowing them to formulate their strategy around responding to what the enemy is going to do next. Many {{Status Infliction Attack}}s take the form of temporary {{Deck Clogger}}s, though more conventional StatusEffects also exist. New cards to add to the deck are offered after every battle, and the player is usually allowed to skip and not add any cards if they don\\\'t like any of the options and/or feel that their deck works fine as is. The option to skip is a crucial part of run strategy, since it\\\'s generally easier to add new cards than to remove them, and the cards the player starts a run with are generally not strong enough to be useful in the late game, making it often a good idea to remove them. Non-card collectibles are also offered after fights with stronger enemies or special \\\"treasure rooms\\\" to augment the player\\\'s stats or modify their abilities. Random events are also available to allow the player to modify their deck and/or character in some way, with the risks/drawbacks and rewards/benefits of the offered options being clearly spelled out. Some of these random events (or the non-card collectibles) may add persistent deck cloggers that will interfere with the flow of the player\\\'s deck unless and until they are removed through the aforementioned permanent card removal opportunities (or they could be used as secondary-discard fodder). Progression is strictly one-way with no backtracking allowed, though branching paths are usually offered. Different playable characters, factions, or classes often have wildly different card pools that specialize in various aspects of the combat system and neglect others, ensuring that any given build will have clear strengths and weaknesses that must be accounted for.
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** Examples: \'\'VideoGame/TheBindingOfIsaac\'\' (progenitor), \'\'VideoGame/EnterTheGungeon\'\', \'\'VideoGame/NuclearThrone\'\', \'\'VideoGame/OurDarkerPurpose\'\', \'\'VideoGame/DeadEstate\'\', \'\'VideoGame/SoulKnight\'\', \'\'VideoGame/TinyRogues\'\', etc.
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** Examples: \\\'\\\'VideoGame/TheBindingOfIsaac\\\'\\\' (progenitor), \\\'\\\'VideoGame/EnterTheGungeon\\\'\\\', \\\'\\\'VideoGame/NuclearThrone\\\'\\\', \\\'\\\'VideoGame/StarOfProvidence\\\'\\\', \\\'\\\'VideoGame/OurDarkerPurpose\\\'\\\', \\\'\\\'VideoGame/DeadEstate\\\'\\\', \\\'\\\'VideoGame/SoulKnight\\\'\\\', \\\'\\\'VideoGame/TinyRogues\\\'\\\', etc.
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*Isaaclikes: Top-down twin-stick-shooter BulletHell roguelikes with EquipmentBasedProgression and strong {{Macrogame}} elements. The core gameplay loop is entering a room, defeating all of the enemies in the room, and moving on to the next. This loop is often broken up with rooms containing major treasure that modify the player\'s stats and abilities. Depending on the game, there may be some limited backtracking allowed (usually that the player can freely travel between rooms on a given floor, but travel between floors is [[PointOfNoReturn one-way only]], with everything left behind on a floor being LostForever for that run). Examples: \'\'VideoGame/TheBindingOfIsaac\'\' (progenitor), \'\'VideoGame/EnterTheGungeon\'\', \'\'VideoGame/NuclearThrone\'\', \'\'VideoGame/OurDarkerPurpose\'\', \'\'VideoGame/DeadEstate\'\', \'\'VideoGame/SoulKnight\'\', \'\'VideoGame/TinyRogues\'\', etc.
*Spirelikes: [[DeckbuildingGame Deckbuilding]] roguelikes where the player collects cards to form a deck for battle (with limited opportunities to heal, upgrade cards, or remove cards that are proving themselves to be a nuisance). Combat is turn-based, with what the player can do on a given turn being defined by what cards they drew from their deck on that turn and how many action points they can spend playing those cards; unused cards are discarded at the end of the turn. Cards can sometimes be removed from or added to the deck for the duration of a combat, such as as an extra drawback of unusually powerful (or cheap and expendable) cards. Enemy attacks are usually broadcast to the player during the player\'s turn, allowing them to formulate their strategy around responding to what the enemy is going to do next. Many {{Status Infliction Attack}}s take the form of temporary {{Deck Clogger}}s, though more conventional StatusEffects also exist. New cards to add to the deck are offered after every battle, and the player is usually allowed to skip and not add any cards if they don\'t like any of the options and/or feel that their deck works fine as is. The option to skip is a crucial part of run strategy, since it\'s generally easier to add new cards than to remove them, and the cards the player starts a run with are generally not strong enough to be useful in the late game, making it often a good idea to remove them. Non-card collectibles are also offered after fights with stronger enemies or special \"treasure rooms\" to augment the player\'s stats or modify their abilities. Random events are also available to allow the player to modify their deck and/or character in some way, with the risks and rewards of the offered options being clearly spelled out. Some of these random events (or the non-card collectibles) may add persistent deck cloggers that will interfere with the flow of the player\'s deck unless and until they are removed through the aforementioned permanent card removal opportunities (or they could be used as secondary-discard fodder). Progression is strictly one-way with no backtracking allowed, though branching paths are usually offered. Different playable characters, factions, or classes often have wildly different card pools that specialize in various aspects of the combat system and neglect others, ensuring that any given build will have clear strengths and weaknesses that must be accounted for. Examples: \'\'VideoGame/SlayTheSpire\'\' (progenitor), \'\'VideoGame/MonsterTrain\'\', \'\'VideoGame/NightOfTheFullMoon\'\', \'\'VideoGame/OneStepFromEden\'\', \'\'VideoGame/{{Dawncaster}}\'\', \'\'VideoGame/CobaltCore\'\', \'\'VideoGame/PhantomRose\'\', etc.
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*Isaaclikes: Top-down twin-stick-shooter BulletHell roguelikes with EquipmentBasedProgression and strong {{Macrogame}} elements. The core gameplay loop is entering a room, defeating all of the enemies in the room, and moving on to the next. This loop is often broken up with rooms containing major treasure that modify the player\\\'s stats and abilities. Depending on the game, there may be some limited backtracking allowed (usually that the player can freely travel between rooms on a given floor, but travel between floors is [[PointOfNoReturn one-way only]], with everything left behind on a floor being LostForever for that run).
** Examples: \\\'\\\'VideoGame/TheBindingOfIsaac\\\'\\\' (progenitor), \\\'\\\'VideoGame/EnterTheGungeon\\\'\\\', \\\'\\\'VideoGame/NuclearThrone\\\'\\\', \\\'\\\'VideoGame/OurDarkerPurpose\\\'\\\', \\\'\\\'VideoGame/DeadEstate\\\'\\\', \\\'\\\'VideoGame/SoulKnight\\\'\\\', \\\'\\\'VideoGame/TinyRogues\\\'\\\', etc.
** Semi-examples: \\\'\\\'VideoGame/{{Revita}}\\\'\\\' (side-scroller), \\\'\\\'VideoGame/ExitTheGungeon\\\'\\\' (side-scroller)
*Spirelikes: [[DeckbuildingGame Deckbuilding]] roguelikes where the player collects cards to form a deck for battle (with limited opportunities to heal, upgrade cards, or remove cards that are proving themselves to be a nuisance). Combat is turn-based, with what the player can do on a given turn being defined by what cards they drew from their deck on that turn and how many action points they can spend playing those cards; unused cards are discarded at the end of the turn. Cards can sometimes be removed from or added to the deck for the duration of a combat, such as as an extra drawback of unusually powerful (or cheap and expendable) cards. Enemy attacks are usually broadcast to the player during the player\\\'s turn, allowing them to formulate their strategy around responding to what the enemy is going to do next. Many {{Status Infliction Attack}}s take the form of temporary {{Deck Clogger}}s, though more conventional StatusEffects also exist. New cards to add to the deck are offered after every battle, and the player is usually allowed to skip and not add any cards if they don\\\'t like any of the options and/or feel that their deck works fine as is. The option to skip is a crucial part of run strategy, since it\\\'s generally easier to add new cards than to remove them, and the cards the player starts a run with are generally not strong enough to be useful in the late game, making it often a good idea to remove them. Non-card collectibles are also offered after fights with stronger enemies or special \\\"treasure rooms\\\" to augment the player\\\'s stats or modify their abilities. Random events are also available to allow the player to modify their deck and/or character in some way, with the risks and rewards of the offered options being clearly spelled out. Some of these random events (or the non-card collectibles) may add persistent deck cloggers that will interfere with the flow of the player\\\'s deck unless and until they are removed through the aforementioned permanent card removal opportunities (or they could be used as secondary-discard fodder). Progression is strictly one-way with no backtracking allowed, though branching paths are usually offered. Different playable characters, factions, or classes often have wildly different card pools that specialize in various aspects of the combat system and neglect others, ensuring that any given build will have clear strengths and weaknesses that must be accounted for.
**Examples: \\\'\\\'VideoGame/SlayTheSpire\\\'\\\' (progenitor), \\\'\\\'VideoGame/MonsterTrain\\\'\\\', \\\'\\\'VideoGame/NightOfTheFullMoon\\\'\\\', \\\'\\\'VideoGame/OneStepFromEden\\\'\\\', \\\'\\\'VideoGame/{{Dawncaster}}\\\'\\\', \\\'\\\'VideoGame/CobaltCore\\\'\\\', \\\'\\\'VideoGame/PhantomRose\\\'\\\', etc.
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*Spirelikes: [[DeckbuildingGame Deckbuilding]] roguelikes where the player collects cards to form a deck (with limited opportunities to remove cards that are proving themselves to be a nuisance). Combat is turn-based, with what the player can do on a given turn being defined by what cards they drew from their deck on that turn and how many action points they can spend playing those cards; unused cards are discarded at the end of the turn. Non-card collectibles are also offered to augment the player\'s stats or modify their abilities. Many StatusInflictionAttacks take the form of DeckCloggers. Progression is strictly one-way with no backtracking allowed, though branching paths are usually offered. Examples: \'\'VideoGame/SlayTheSpire\'\' (progenitor), \'\'VideoGame/MonsterTrain\'\', \'\'VideoGame/NightOfTheFullMoon\'\', \'\'VideoGame/OneStepFromEden\'\', \'\'VideoGame/{{Dawncaster}}\'\', \'\'VideoGame/CobaltCore\'\', \'\'VideoGame/PhantomRose\'\', etc.
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*Spirelikes: [[DeckbuildingGame Deckbuilding]] roguelikes where the player collects cards to form a deck for battle (with limited opportunities to heal, upgrade cards, or remove cards that are proving themselves to be a nuisance). Combat is turn-based, with what the player can do on a given turn being defined by what cards they drew from their deck on that turn and how many action points they can spend playing those cards; unused cards are discarded at the end of the turn. Cards can sometimes be removed from or added to the deck for the duration of a combat, such as as an extra drawback of unusually powerful (or cheap and expendable) cards. Enemy attacks are usually broadcast to the player during the player\\\'s turn, allowing them to formulate their strategy around responding to what the enemy is going to do next. Many {{Status Infliction Attack}}s take the form of temporary {{Deck Clogger}}s, though more conventional StatusEffects also exist. New cards to add to the deck are offered after every battle, and the player is usually allowed to skip and not add any cards if they don\\\'t like any of the options and/or feel that their deck works fine as is. The option to skip is a crucial part of run strategy, since it\\\'s generally easier to add new cards than to remove them, and the cards the player starts a run with are generally not strong enough to be useful in the late game, making it often a good idea to remove them. Non-card collectibles are also offered after fights with stronger enemies or special \\\"treasure rooms\\\" to augment the player\\\'s stats or modify their abilities. Random events are also available to allow the player to modify their deck and/or character in some way, with the risks and rewards of the offered options being clearly spelled out. Some of these random events (or the non-card collectibles) may add persistent deck cloggers that will interfere with the flow of the player\\\'s deck unless and until they are removed through the aforementioned permanent card removal opportunities (or they could be used as secondary-discard fodder). Progression is strictly one-way with no backtracking allowed, though branching paths are usually offered. Different playable characters, factions, or classes often have wildly different card pools that specialize in various aspects of the combat system and neglect others, ensuring that any given build will have clear strengths and weaknesses that must be accounted for. Examples: \\\'\\\'VideoGame/SlayTheSpire\\\'\\\' (progenitor), \\\'\\\'VideoGame/MonsterTrain\\\'\\\', \\\'\\\'VideoGame/NightOfTheFullMoon\\\'\\\', \\\'\\\'VideoGame/OneStepFromEden\\\'\\\', \\\'\\\'VideoGame/{{Dawncaster}}\\\'\\\', \\\'\\\'VideoGame/CobaltCore\\\'\\\', \\\'\\\'VideoGame/PhantomRose\\\'\\\', etc.
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I propose further categorization based on roguelike archetypes that follow the styles of certain progenitors. Some examples:
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I propose further categorization based on roguelike archetypes that [[FollowTheLeader follow the styles]] of certain progenitors. Some examples:
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*Spirelikes: [[DeckbuildingGame Deckbuilding]] roguelikes where the player collects cards to form a deck (with limited opportunities to remove cards that are proving themselves to be a nuisance). Combat is turn-based, with what the player can do on a given turn being defined by what cards they drew from their deck on that turn and how many action points they can spend playing those cards; unused cards are discarded at the end of the turn. Non-card collectibles are also offered to augment the player\'s stats or modify their abilities. Many StatusInflictionAttacks take the form of DeckCloggers. Progression is strictly one-way with no backtracking allowed, though branching paths are usually offered. Examples: \'\'VideoGame/SlayTheSpire\'\' (progenitor), \'\'VideoGame/MonsterTrain\'\', \'\'VideoGame/NightOfTheFullMoon\'\', \'\'VideoGame/OneStepFromEden\'\', \'\'VideoGame/{{Dawncaster}}\'\', \'\'VideoGame/CobaltCore\'\', etc.
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*Spirelikes: [[DeckbuildingGame Deckbuilding]] roguelikes where the player collects cards to form a deck (with limited opportunities to remove cards that are proving themselves to be a nuisance). Combat is turn-based, with what the player can do on a given turn being defined by what cards they drew from their deck on that turn and how many action points they can spend playing those cards; unused cards are discarded at the end of the turn. Non-card collectibles are also offered to augment the player\\\'s stats or modify their abilities. Many StatusInflictionAttacks take the form of DeckCloggers. Progression is strictly one-way with no backtracking allowed, though branching paths are usually offered. Examples: \\\'\\\'VideoGame/SlayTheSpire\\\'\\\' (progenitor), \\\'\\\'VideoGame/MonsterTrain\\\'\\\', \\\'\\\'VideoGame/NightOfTheFullMoon\\\'\\\', \\\'\\\'VideoGame/OneStepFromEden\\\'\\\', \\\'\\\'VideoGame/{{Dawncaster}}\\\'\\\', \\\'\\\'VideoGame/CobaltCore\\\'\\\', \\\'\\\'VideoGame/PhantomRose\\\'\\\', etc.
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