Last night, I dreamt of a Roguelike where the only enemies were fellow looters: looters that entered the labyrinth before you and have had time to amass equipment, and looters that entered after you with poorer inventories overall. All looters attack each other, but may gang up temporarily against a strong looter.
Does a Roguelike with sparse-but-brutal encounters like this exist?
arogueula
I totally missed this thread when you posted it, somehow, and then when I saw it a few days ago I lost it in my tabs or something and only just remembered it. Anyway! It's funny because a few weeks ago, I also dreamt of a sort of roguelike. It was actually kind of similar in concept to yours -- the enemies weren't beasts with specific attacks or abilities, but creatures that could use the items that littered the level just as well as you could. You had a very limited capacity to carry stuff around; I think you could hold a single item, and drag a second one around (with it still occupying physical space in an adjacent square, DROD-style.) There were all sorts of strange ways the items could interact and be used offensively or defensively -- but, dream logic being what it is, that was all kind of fuzzy and nebulously defined.
None of which answers your question, but I kind of really want to design this game now that I'm writing about it.
Hmm...
is it possible to make a klic & play roguelike?
Don't think so, there are
Don't think so, there are many, many things which can go wrong. KNP isn't that great for tileset-based games. Also, most of the stuff in Nethacks is randomized, including the dungeons. Also too many variables to keep, like gold, mana, hit points etc.
Prove me wrong.
Well, captaincabinets posted
Well, captaincabinets posted this KnP random maze generator just over two years ago.
Krawl looks okay, but what
Krawl looks okay, but what with enemy placement, items, gaining experience etc? Too much variables for ol' Kliky. Should be ok for TGF2, as it handles more vars and stuff.
This count as Proof?
you could make it in reverse. (demigod character came back to have fun blasting everything that troubled him before)
then you could skip all the stats except shopkeeper HP*, player HP, Gold, and maybe Mana if you want to limit use of [epicly powerful spell name here]. Then give said demigod a spellcasting flaming uber-sword**, and don't give the monsters items (except Gold).
No idea about monster placement though. or an ending where you lost.
*otherwise gold would be of no point.
**they're a demigod(dess). OF COURSE they have something that awesome!
There's Mathora though
There's Mathora though that's stretching the definition a bit as it's first-person.
It's not really roguelike
It's not really roguelike though anyway. Not much in the way of gear, just permanent spell scrolls. It does generate mazes, but they're quite small due to object limits.