The first Roguelite I've played that actually knows how to make the genre fun.

First, the game doesn't rely on randomly found items to make gameplay engaging.
Instead, it's carried by a very strong foundation of core gameplay mechanics - good enemy designs, solid movement (after you unlock some of the must-have "gadgets"), fast pace and great weapon feedback. Healing is also a constant part of combat, which means you lose by messing up an encounter instead of the game slowly wearing you down in every fight and refusing to heal you back up.
It's also generally better to pick up a new weapon instead of endlessly upgrading one throughout a run, leading to more variety.

Second, the game has actual level design, not some procedurally generated mess of boring square rooms. Each area is unique and you're the one who chooses where you're going next.

Third, they actually used the run-based structure of a roguelite for something - quests. You'll find items that you can deliver to NPCs in the next run, get a request to see someone while wielding a certain weapon, or need an attack with fire damage to melt an ice cube.
This is the first time I'm aware of that being done to this extent, and as a central part of the game and its progression system.

And with that, Roboquest earns GOAT status and shows how absolutely pathetic the implementations of roguelite mechanics are in nearly every other title.

Reviewed on Mar 01, 2024


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