I "wasted" so much time on that graphical Amiga Larn version. I also had that Amiga Hack version with the speleologist, but it was really hard and much buggier than Larn was.
I definitely "invested" a decent amount of time into Larn when I was younger. Managed to win, too. There was a lot that could be improved on, and it did have a few bugs (and it really slowed to a crawl on some of the volcano levels where there are hundreds of monsters) but I haven't found another roguelike yet that was as fun. Good times.
Get Slash'em, which is Nethack 3.4.3 on steroids, but not to the point of insanity of SLEX.
Pickup the Doppleganger Monk and kick any monster with #techniques a la Dragon Ball/Jackie Chan style.
Are you sure? I've contributed to DCSS and to my knowledge most of the map generation algorithms are predictably ancient. It's been a while though... is it a recent addition?
Modern doesn't have to be 'better'. DCSS it's focused on combat and Nethack/Slashem on emergent gameplay and cool new tecniques merging combat and objects' properties.
Wasn't making such an implication. I used to love playing Moria on the Amiga. I was just offering another option that others might find interesting. But maybe most people in these comments are probably familiar with DCSS and other roguelikes
> emergent gameplay and cool new tecniques merging combat and objects' properties
Is the gods feature also novel or does that show up in other roguelikes?
I mean, DCSS isn't bad, but it focuses on combat and specially role/attributes and spells. A Felid Berseker from DCSS it's far more "arcadeish" on gameplay than Nethack's Valkyrie with swords/hammers.
Also, on magical roles, DCSS will put lots of more options in your hand than (even) Slashem with #tecniques and without quirks like the spellbooks.
Something that's been fascinating for me as an experienced Amiga coder back in the days - is seeing modern "retro" games done on the Amiga. It's really interesting how we didn't have some types of games not because of hardware limitation, but the lack of tooling and resources did not allow for these concepts to flourish back then.
> the lack of tooling and resources did not allow for these concepts to flourish back then.
Alternative take - game design also improved a lot in the last 30-40 years. You could have made these games in 1990, but you would have had to design them first.
Have you tried Noita[1]? It's a Finnish 2D roguelike game inspired by Liero. Has permadeath and is generally pretty difficult but in a good way.
You play as a witch, there are wands and spells that you can put in them to make unique builds with sophisticated wand mechanics. Every pixel in the world is simulated, like in falling sand games.