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Return to the surface, bit by bit.

<span class="bold">Tangledeep</span>, a dungeon-crawler RPG carrying all the charm of the 16-bit classics, is now available DRM-free on GOG.com with a 10% launch discount.

Where fearful villagers and simple folk won't venture, that's where you must go: Through Tangledeep, the perilous labyrinth that's been keeping people from reclaiming the lands above. Slay the monsters dwelling there, collect long-lost treasures, meet peculiar characters, and solve the mysteries of its constantly-shifting caverns.
By the end of the year, Impact Gameworks promises to expand upon the story and lore, as well as add more items, side areas, character specializations, and combat animations for the game's full release.

The 10% discount will last until July 26, 1PM UTC.

Note: This game is currently in development. See the <span class="bold">FAQ</span> to learn more about games in development, and check out the forums to find more information and to stay in touch with the community.

Watch the lovely trailer.
Post edited July 19, 2017 by maladr0Id
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HunchBluntley: I know we're deep into off-topic territory, here, but have you played much Spelunky? It's most definitely not turn-based, but it actually has a more roguelike feel than a lot of actual RLs, though its real-time platformer nature means that part of one's success will hinge on how proficient one can become with the controls, and the soft time limit means one can't dawdle on a level for too long, but still has to pay attention to one's surroundings, even while moving quickly. A somewhat different experience than traditional turn-based-RPG-lite roguelikes, therefore, but a rather similar feel, if that makes any sense.
Yeah, I got it as a freebie in one of the sales a while back.. I can't say I enjoyed it though. I obviously don't have the required skills as I couldn't even get past the tutorial level XD
But I agree that it feels quite roguelike.
Rogue Legacy is the same, other than permadeath and random levels it's not very roguelike at all but it definitely has a feel of roguelike ness about it.
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Ce.Tecpatl: God, GOG almost has been bogged down in crappy games... In-dev-indie-pseudo-retro-pixel-kinda-JRPG-platformer-roguelites of thousands of colors and variants - does anyone on this planet still make NORMAL games? The answer seems to be, "No, no one does"...

There's only two choices, empty-shelled 64-bit-only AAA-mastodons (that are DLC-based-money-pumps in fact) or these aforementioned indie dreck (ah, there's third choice - online MMORPG-MOBA stuff but I can't talk about it without fits of vomit, sorry).

It's time to hang myself, 'cause I see no hope at all.
If you have some spare $ millions, you can certainly hire your own team and let them make some NORMAL game (not sure what you have on mind).

But you probably knew about this option, so that's not why I'm replying... I just wonder, whether a casual mobile game about making rope knots suitable for hanging yourself would appeal you... Maybe I would be able to build one in my spare time (with additional knots as DLCs).
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adaliabooks: Yeah, while I'm perfectly happy with ASCII, I don't think it's really necessary for a roguelike to have it to be roguelike. It's not like Rogue and it's original predecessors did it out of choice. I imagine if they had more capability to display graphics at the time they would have used it.
...
The original Rogue *did* have graphics, but only on some platform(s). I'm sure about Atari ST, don't know about others. The most funny thing about it for me, that the ST had the same graphics, which was used much much later for some GUI front-end for nethack, which I did play on PC, I never imagined that graphics is from original...
Post edited July 19, 2017 by ped7g
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HunchBluntley: I know we're deep into off-topic territory, here, but have you played much Spelunky? It's most definitely not turn-based, but it actually has a more roguelike feel than a lot of actual RLs, though its real-time platformer nature means that part of one's success will hinge on how proficient one can become with the controls, and the soft time limit means one can't dawdle on a level for too long, but still has to pay attention to one's surroundings, even while moving quickly. A somewhat different experience than traditional turn-based-RPG-lite roguelikes, therefore, but a rather similar feel, if that makes any sense.
Yep, I agree that Spelunky captures that "roguelike feel" very well, despite its vastly different style of gameplay. It's surprisingly deep, and full of things to discover. And I think the satisfaction when you finally reach the end of the game for the first time is comparable to winning a roguelike game.

On the other hand, I thought Rogue Legacy felt rather shallow in comparison. It's a fun game too, but didn't quite have the same depth and tension I'd expect of a roguelike ( or -lite ... whatever ).
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Ce.Tecpatl: ...
Thanks. Couldn't have said it better myself. You're not alone, pal.

In my case there are still some reasons to exist, because I have a lot of old games in my backlog which I didn't played in the past or just didn't finished back then. I estimate that with some additional shopping here on GOG I could live till the end of my days without any new releases.
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adaliabooks: Yeah, I got it as a freebie in one of the sales a while back.. I can't say I enjoyed it though. I obviously don't have the required skills as I couldn't even get past the tutorial level XD
But I agree that it feels quite roguelike.
If you've only seen the tutorial then you've seen nothing of the game! Maybe give it another chance some time, if you enjoyed it at all. It's incredibly well made, and full of little details ( and big secrets ) to discover!
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Ce.Tecpatl: God, GOG almost has been bogged down in crappy games... In-dev-indie-pseudo-retro-pixel-kinda-JRPG-platformer-roguelites of thousands of colors and variants - does anyone on this planet still make NORMAL games? The answer seems to be, "No, no one does"...

There's only two choices, empty-shelled 64-bit-only AAA-mastodons (that are DLC-based-money-pumps in fact) or these aforementioned indie dreck (ah, there's third choice - online MMORPG-MOBA stuff but I can't talk about it without fits of vomit, sorry).

It's time to hang myself, 'cause I see no hope at all.
With normal you mean weird right, like how they should be made to make you feel something. Well, they come out.. like http://store.steampowered.com/app/491220/Mr_Pumpkin_Adventure/ , but this turned into itch.io now.
Post edited July 19, 2017 by AlienMind
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adaliabooks: Yeah, I got it as a freebie in one of the sales a while back.. I can't say I enjoyed it though. I obviously don't have the required skills as I couldn't even get past the tutorial level XD
But I agree that it feels quite roguelike.
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CharlesGrey: If you've only seen the tutorial then you've seen nothing of the game! Maybe give it another chance some time, if you enjoyed it at all. It's incredibly well made, and full of little details ( and big secrets ) to discover!
I probably will at some point, it didn't completely turn me off it, I just sucked at it and rage quite.

Maybe when I'm more in the mood for that kind of thing I'll be able to stick with it.
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CharlesGrey: Guess I was just wondering where to draw the line between classic roguelike and the modern, more common roguelites. What if a game has all of these classic roguelike elements, except say one or two? Would it be more of a roguelike or -lite? Since most modern roguelites only use a small number of these game elements, usually procedural level generation and perma-death. Or what if a game has all of these elements, but also mixes in elements from other genres, which aren't typical for classic roguelikes?
Depends on which elements. Some things are on a scale; for example, an RPG with base-building can be a roguelike, but Sim City with no saves is not.

Some things are non-negotiable. The following are all nopes:
- Continuity-breaking and/or consequence-free retries.
- Reliance on low-level human faculties such as vision acuity and reflexes.
- Spoilers. Learning things about the game should not remove the challenge. A choose-your-own-adventure is not a roguelike.
- (real-) Time pressure.
- Grinding, in a narrow sense - I don't mean generic tedium. A single playthrough should not be winnable by repeating perfectly safe actions.
After reading some Nana To Kaoru, I think I understand now. All I want is some petting, while you kids are chasing the latest S&M gear.
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CharlesGrey: If you've only seen the tutorial then you've seen nothing of the game! Maybe give it another chance some time, if you enjoyed it at all. It's incredibly well made, and full of little details ( and big secrets ) to discover!
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adaliabooks: I probably will at some point, it didn't completely turn me off it, I just sucked at it and rage quite.

Maybe when I'm more in the mood for that kind of thing I'll be able to stick with it.
If you're not averse to some spoilers (regarding secrets and tricks, that is; there's really no story to spoil), maybe try watching some let's play videos of Spelunky. When I started playing the HD remake early this year (after having also gotten it for "free" during last year's summer sale), I had quite a few hours of experience (on and off over several years, mind you) with the old freeware version, but most of that experience was with dying. I had scarcely ever made it out of the mines (the first 4 levels), and never progressed past the second area. In short I was awful.
Within a couple months of having started to seriously play the new version (for a month or so, it was just something I occasionally played between DCSS runs) -- and with some knowledge and insight gleaned from [<i>Gunpoint</i> dev] Tom Francis' extremely amusing Daily Challenge runs -- I had beaten the game in both of the ways it can be beaten (and finishing video games -- especially very challenging platformers -- is exceedingly rare for me).

I would, however, recommend not watching too many spoilery videos (including the ones I just linked to :P ) until you have some experience with the actual game, as figuring out certain game mechanics oneself can be part of the fun.
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ciemnogrodzianin: Is that another roguelike? It's like a plague.
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Vythonaut: Well, this may appeal to roguelike haters:

Choose between two game modes – including Adventure Mode, which removes the pain of permadeath.
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Vythonaut: Also, it does have some more nice features you don't usually see in other games like the freedom to choose with what hardware you'll play it (Keyboard, Mouse, Gamepad) as well as total key rebinding.
I despise permadeath with a passion, so this is great news as I prefer a choice rather than mandating it for everyone, which is incredibly wise for these developers...Unfortunately, it's paid beta...Will wait til it's finished, so wish-listing it now, but will most definitely buy it as it's no longer a deal-breaker!
Post edited July 20, 2017 by takezodunmer2005
high rated
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CharlesGrey: Guess I was just wondering where to draw the line between classic roguelike and the modern, more common roguelites. What if a game has all of these classic roguelike elements, except say one or two? Would it be more of a roguelike or -lite? Since most modern roguelites only use a small number of these game elements, usually procedural level generation and perma-death. Or what if a game has all of these elements, but also mixes in elements from other genres, which aren't typical for classic roguelikes?
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Starmaker: Depends on which elements. Some things are on a scale; for example, an RPG with base-building can be a roguelike, but Sim City with no saves is not.

Some things are non-negotiable. The following are all nopes:
- Continuity-breaking and/or consequence-free retries.
- Reliance on low-level human faculties such as vision acuity and reflexes.
- Spoilers. Learning things about the game should not remove the challenge. A choose-your-own-adventure is not a roguelike.
- (real-) Time pressure.
- Grinding, in a narrow sense - I don't mean generic tedium. A single playthrough should not be winnable by repeating perfectly safe actions.
What you have described are some of the core design goals of Tangledeep. :-)
Mouse movement is a little weird, and not repeatable by holding the button down.

It's anyone guess what will happen when you click on the grid anywhere outside of the 8 d-pad directions. It's pretty common to move diagonally when you mean to move otherwise, or vice versa.

A small tooltip direction arrow for mouse mode wouldn't hurt either.
Love the artwork, sick to death of roguelike... I am ambivalent.

Also why are all the screenshots blurry? Is there a permanent bilinear filter over everything? Can this game display clean, crisp pixels?
Post edited July 20, 2017 by ReynardFox
I may take a look but only after a full release.