>>55919280I forgot to add
>procedurally generated mapsAnd that one's a big trademark of the genre, since it avoids getting predictable, so you don't prepare in advance for a tried-and-true strategy that will work 100% of the time.
You might argue being a dungeon crawler is also a core part of being a roguelike, but I don't think that's the case.
>>55919284Nope, just a roguelite. Roguelites usually are games in other genres that get some of the core elements of the roguelike genre and incorporate it into their gameplay loop to make it harder or more replayable.
For example, Binding of Isaac is a twin stick shooter, but it takes procedurally generated dungeons and permadeath into the mix.
Hades is a Beat-Em-Up, but takes the same elements for replayability.
Rogue Legacy is a platformer, but it also takes the same formula to differenciate from other platformers.
Most of these roguelites have also metaprogression in mind, so you need to fail in order to win, or you need to replay the games a lot to actually get it to a 100%. Things get carried to your next attempt, you unlock things whenever you die or do a successful run, etc.
Traditional roguelikes don't usually do that, having the approach of "beat this shit with the knowledge you've gathered with every failure and nothing else", though games like One-Way Heroics and Mystery Dungeon let you carry some of your inventory to your next run if you wish so.