A Traditional Rougelike

Hello!
I decided to practice some modularity and inheritance with a small game, a month and a half later, here it is.

( ✦ ) Poly Tabulatum - Roblox

Like Rouge, Poly Tabulatum is a turn-based, procedurally generated dungeon crawler. Although the balancing might be off by a bit, I think it’s still pretty fun to play.
I’ve also left it uncopylocked in case one of you want to build off it, or just want to see my definitely very professional code.
So, what do you think?

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0 voters

2 Likes

Some thoughts after doing a run:

  1. The controls really should be available to look at in-game. A settings menu can handle this.

  2. There seems to be a lack of visual indicators for things happening like combat and entering doors. Something like a UI that fades to black and then fades back to transparency = 1 would greatly increase the feeling of entering a new area.

  3. Having the ability to hold movement keys instead of tapping would be crucial for playability. Also saying this as a Trackmania keyboard tapper, so my hands are trained and it did get quite tedious to move with tapping.

  4. Equipment don’t have an obvious slot type, so you have to read/test each equipment which is quite impractical. Having a character display would be ideal, but for your setup colours and an icon on the bar would indicate which equipments belongs to what slot effectively.

  5. Obviously the character and enemies don’t have much going on visually. This makes combat feel confusing as you can’t really see what is happening but instead have to read the text to understand when the opponent attacks. Turning the character into a different colour when they are in attack stance would already be a huge help.

Of course since it is less than 2 months of work I understand why these features are missing.

1 Like

I agree with most of your recommendations, especially about the excessive tapping, so I made a small update that should address them.
In the update, there is now:

  • A screen that fades in and out when you progress to another floor
  • Damage indicators
  • Character color changes for attack stance
  • And, most importantly, you can hold down to move/attack.

Regarding the equipment slot type indication, I didn’t really see a need for them, as you can simply compare what you have on to what you’re mousing over with the arrows next to the item’s stats.

See what you think.
Thanks for your feedback!

Could use some work here and there, gameplay is raw and overly repetative nothing unique, for 2 months of progress i dont think it really worths to keep up deving the game since this style of roguelikes is not very welcomed on roblox full of literally kids
Pretty neat tho nice work

I got to floor 9 then stopped after that, my attention span is too low to continue.

The movement is clanky and doesn’t feel at all satisfying. The character is almost indistinguishable from the environment (everything is white!), and worst of all… repetition.

To be honest I think this is a great concept. I wouldn’t say front-page game unless it had more to it, but it doesn’t feel like a roguelike game. You just need to refine it a bit, first of all the visuals (movement, colors, models/characters, etc.), and then add more content. I think item-wise it’s fine, but there’s just not a lot going on in anything else. The enemies are bland and all there is to it is just spamming attack key.

There’s tons of reference points online so finding new ideas to implement shouldn’t be insanely difficult. Here’s a random example I found with satisfying visuals, this makes me thing roguelike:


Like I said, could be great, just needs some refinement. Otherwise w game. :+1:

I am well aware of the fringe nature of this kind of game, and am also not planning to continue with anymore major development (it was just a small project to dip my toes into inheritance, after all). Though I will continue with some small updates should anybody have ideas I like.
I do want to thank you for your honesty, it’s quite refreshing.

Yeah, model improvements are what I’m eying next to update (I really phoned those in). And as for the clunkiness and overall not feeling like a roguelike, that can be drawn from the games inspiration, the original Rouge from the 1980s. This kinda game functions more like a dnd campaign than modern, action-packed Roguelites, so I followed suit. Still, not a good reason to have an overly repetitive game loop, but I wanted this project done quickly.

1980s Rouge



If you even slightly enjoy my game, I’d suggest checking Rogue out, or even Moonring (it’s free!)

Thanks for your feedback!

2 Likes

Another update, featuring enemy models, a slightly longer wait time in between turns (hopefully to make it easier to control), and rebalancing changes (the soft maximum floor is now 50, meaning better loot and harder enemies should appear more often).