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Let's push the 'roguelike' definition as far as we can

7 0
24.08.2025

This article is part of Run, Die, Repeat, Polygon's week-long series exploring roguelikes.

The definition of "roguelike" is one of those topics of conversation that will keep die-hard fans debating for hours. In its most common definition, this is a subgenre named after the 1980 game Rogue, where players are thrust into a procedurally randomized setting (usually a dungeon) and pick up upgrades for abilities, weapons, and have to proceed to the deepest levels. If they have the unfortunate luck to die, they have to start all over again as a new character – no take-backs.

For me, the definition is a bit more open. It's simple: does this game make me want to throw myself off a cliff every time I mess up and have to start from the beginning? If the answer is yes, then that’s a roguelike. I know that sounds completely preposterous, and it is, but I also think sticking to rigid definitions all the time gets boring. Let’s do something daring. Let’s break some rules.

Let’s face it. If we push the boundaries a little bit to the left, there are plenty of games that deserve the nefarious title of roguelike.

One such game that comes to mind is Getting Over It With Bennett Foddy. You may not have heard of this game unless, like me, you decided to play it after seeing your favorite YouTuber scream and cry out in pain after losing hours of progress. The concept is pretty simple: You're a guy in a pot and, equipped with nothing but a hammer, you must drag yourself up a gigantic mountain. Easy, right?

Wrong!........

© Polygon