Rise of the Roguelikes is a feature I wrote for Gamespy shortly before the site closed down. I investigated the recent success of Roguelikes on the PC indie scene, putting together interviews with Spelunky’s Derek Yu, Desktop Dungeon’s Rodain Joubert, FTL’s Justin Ma and Matthew Davis and the team behind Dungeons of Dredmor. It was an interesting experience and there were some great insightful comments from the developers. It was actually Derek Yu’s mention of the Berlin Interpretation that lead me to use it as a framework for talking about the modern Roguelike, and about gaming genres in general.
A little while back I read Tom Francis’ excellent compilation of Spelunky tips. I suck at Spelunky, but after reading those, I sucked marginally less, and now I’m going to do the same thing for you, only with FTL.
Like Spelunky, FTL is a simple but brilliant roguelike built around risk/reward calculations. And like Spelunky, following a few simple principles can improve your game a lot. I’ve been playing this game since it was an IGF entry, so I know a thing or two about how to survive in space. So listen up Captains, because it’s a cold, hard universe out there.