Posted May 27, 2021
Shin Megami Tensei: Nocturne actually has a clear puzzle mini-game, and it's clear that it's a mini-game, since the game switches to an overhead view at that point.
An interesting case is Mystery Dungeon: Shiren the Wanderer. The game can be described as a traditional roguelike; random generation, turn-based (enemies only move when you do), permadeath (there is a meta-progress mechanic, but it's limited to keeping equipment you manage to take back to town, and doing so isn't exactly straightforward in the original version), and of course, different game elements interacting in different ways (enemy turns an item into a riceball? Throw it back and the enemy with choke, unless you need the food). So, typical roguelike.
However, there is an area known as Fey's Puzzles. There are 50 of them, and each one gives you a single hand-crafted level that's designed like a puzzle. You need to figure out how to use the game mechanics (including what I mentioned about interactions) in order to get through them. It even has mechanics that don't normally get used much in the main game, like having to damage boost with traps and even deliberately equip cursed items, not to mention throwing money. I really did enjoy this mini-game, and I think it's a thing that should appear in more roguelikes (though the perma-death mechanic feels a bit out of place; an undo feature on this mode would make perfect sense).
An interesting case is Mystery Dungeon: Shiren the Wanderer. The game can be described as a traditional roguelike; random generation, turn-based (enemies only move when you do), permadeath (there is a meta-progress mechanic, but it's limited to keeping equipment you manage to take back to town, and doing so isn't exactly straightforward in the original version), and of course, different game elements interacting in different ways (enemy turns an item into a riceball? Throw it back and the enemy with choke, unless you need the food). So, typical roguelike.
However, there is an area known as Fey's Puzzles. There are 50 of them, and each one gives you a single hand-crafted level that's designed like a puzzle. You need to figure out how to use the game mechanics (including what I mentioned about interactions) in order to get through them. It even has mechanics that don't normally get used much in the main game, like having to damage boost with traps and even deliberately equip cursed items, not to mention throwing money. I really did enjoy this mini-game, and I think it's a thing that should appear in more roguelikes (though the perma-death mechanic feels a bit out of place; an undo feature on this mode would make perfect sense).