Everyone knows, the absolute best value add to a power hungry mobile device is the ability to use that power to inefficiently mine some random junk cryptocurrency.
So I hope it’s that. (No I didn’t read the article. There’s no version of this that isn’t a scam.)
I was for it for the first 100 clones. Now it’s in the same vein as 2d pixel shooter rougelikes, way too saturated. I never give these a second look because there’s just so many uninspired clones.
Because this genre of games is a whoooole lot of fun! I can’t wait to see the next 800, and number 3562, which is gonna elevate the genre to the next level.
I don’t think we need an article to figure out the answer: Slay the Spire was a megahit and it’s a copycat industry.
I don’t necessarily mean that in a bad way either; there’re always plenty of devs finding interesting new angles on the current hot genre and creating genuinely interesting new games in the process, but also a huge number of devs that end up just chasing the trend and releasing something uninspired/derivative.
I really think it deserves its own genre. Games like Cobalt Core, Balatro, Tower Tactics Liberation, Alina of the Arena and Loop Hero are all unique in their own right and differ greatly in gameplay from Slay the Spire and each other but still hold to the deck building rogue-like core.
Slay the spire is the granddaddy of the genre, but isn’t the single defining example by far.
I think the “rogue” in rogue-like refers to the fact that you start over if you die. Not the similarity to the actual game. Am I misunderstanding you?
I think I get what you’re saying, that rogue-like was named after the game and therefore this genre should be named after slay the spire. But I think Rogue named the genre because there wasn’t anything else like it. Slay the Spire is still at the end of the day a mashup of two existing genres.
Rogue was the start of the genre - games that came after we’re always measured against it.
Rogue was a dungeon crawler - a type of game that had been done plenty of times before. Starting over on death had also been done.
But it became genre defining by being the best at both.
Spire I’d say is similar. It is genre defining because the combination of gameplay elements was so perfectly executed that it will become the measuring stick against which all roguelike deck builders will be measured. So Spirelike fits, I think.
The genre can be called “rogue like deck builder” all you want, we all know what it really is: “Spirelike”
Well, you did. And you also directly acknowledged that the genre already has a name in the same sentence.
It seems to be your opinion that it needs another one, even though the name it has is already so well established that it has its own steam tag.
I mean, you’re entitled to have that opinion, and I also understand the logic behind it. But this conversation wasn’t started with “us” saying it needs another name.
I meant that to say, it’s a genre that deserves to be distinguished from just one of the many games that define it.
As a rephrase of that comment, defining the 5 games I listed after one game that basically just came before them would be dishonest because of how different those games all are from Slay the Spire and each other. That’s why the genre is named after what they all have in common, which is a mashup of two existing genres.
What you’re proposing would be like renaming the first person shooter genre to “halo-like” or “call of duty-like” just because those games predate a lot of others and people like them. It’s unnecessary and loses the descriptive quality of the name it has.
Maybe my subjective take of sudden is different, but is it sudden? (aka I progressively succumb to madness over a title)
There’ve been many fantastic roguelike deckbuilders out since 2020, a little after Slay teh Spire’s official release date. It feels more like people have became aware of how fun the subgenre is after the hype Baltaro generated on streaming platforms. If anything is sudden, it’s the second-wind of attention we’re getting thanks to the above-mentioned game.
I know I’m continuing to split hairs over nothing down here, but 861 games is a little misleading once you get to the end: “Surprisingly, deckbuilders are still an underserved market”
You never know when you’ve reached the peak of a trend, but deckbuilders seem like they’re not quite there yet. Games-Stats tracks 527 roguelike deckbuilders, and Dev_Hell’s Westendorp suggests their higher-than-average revenues, wider revenue spread, and demand make them “relatively underserved as a market.”
So, there’s not 861 games, but 527 games?
If you investigate why there’s a large gap in reported game listings, it’s because Steam is including packs like [Slay the Spire x Backpack Hero] and DLC where Game-Stats is tracking the individual games (i.e, bloatless). This ties back to the title - ultimately we’re not trying to answer the literal question, “Why are there 861 roguelike deckbuilders on Steam”, because OP never answers that question. Instead, we are answering an alternative interpretation: “Why are there so many roguelike games appearing on Steam in a short amount of time?” The answer, may shock you:
spoilerMoney, popularity, ez(er) to dev
While I’ve taken those answers from the article, I find it further interesting that they conclude a different question all-together: “Why are roguelike deckbuilders taking off?”
Buh, I’ve lost it. Ultimately I really liked the core article and their enthusiasm, but I’ve driven myself to madness here.
Yeah, this same article can be written for Mini Golf games, or shmups, or visual novels, or any other genre that’s relatively easy to develop for. Once one gets popular, others will jump on because the barrier to entry is fairly low. Lots will be low effort clones, but some will really try to build something new.
I don’t think it’s fair to call Slay the Spire (StS) a clone. While Card Quest introduced a lot of the key elements years earlier, StS adds enough innovation that it feels like a totally different game. Definitely would be more fair to say StS popularized a lot of the mechanics rather than invented/pioneered them though.
Can anyone recommend one? I honestly haven’t played one since slay the spire, and loved it. My wife didn’t enjoy the music after a few hundred hours so I stopped playing a few years ago.
Everyone and their mother is playing Balatro, and for good reason. Super fun deck builder based on a normal playing card deck and poker hands. Great music and visuals, too.
Also, check out Inscryption. Truth be told, it’s not really a true roguelike deckbuilder, rather it uses the genre as a storytelling medium. Still, really fun game with solid core gameplay and an engaging story. There’s also DLC that lets you play more of the deckbuilder part indefinitely.
I’ve played Wildfrost, but I don’t feel confident in recommending it, because it’s quite hard and very RNG-based. But, maybe that’s your thing. Honestly, I played it just for the art style lol
The music in slay the spire is perfectly fine but it gets repetitive after a while. But it’s also a great game to play while listening to podcasts so it’s a non issue
Dreamquest was the original roguelike deck builder, and it had a lot of depth that you wouldn’t expect from its shitty art, I think it’s still worth playing. One of those games that seems extremely difficult until you learn the strategy, it is amazingly well balanced, small mistakes are the difference between win and loss
SpellRogue was fun for a bit but not sure it has staying power the way StS does.
Really hoped that Fermi Paradox would realize that “flare clicking” is stupid and would switch to deckbuilding mechanism, but the dev is not a fan of deckbuilders.
arstechnica.com
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