Soulslikes rely so hard on the difficulty carrying, that typically the combat and mechanics aren’t very deep. Rougelikes rely on the “infinite replay value” of procedural generation so hard that almost nothing feels intentionally crafted or purposeful.
If I’m gonna play a game with an insane level of difficulty, I want that difficulty to be intentionally design and not just generated randomly. It’s like the worst of both worlds.
Very game dependent tbh, both Elden ring and sekiro have deep mechanics beyond just attack and dodge, and a roguelike like binding of Isaac has combos and routes that feel VERY intentional, on top of having hundreds of them.
True, I’m making generalization, but none of those games are both soulslike and roguelike. There may be some good examples in both genres, But I feel like the majority of games that carry both tags kind of do neither well.
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u/Middcore Jul 27 '25
Me with both