Rogue Light

Deeper underground, dying light, depleted arrows and then you’re on your own. Heading deeper underground, and dying repeatedly? No not the old Jamiroquai song, a new rogue-light game about lighting the way with arrows, called.. Roguelight.. geddit?


The basic concept behind Roguelight revolves around dropping further and further down into a dungeon, and when you (inevitably) die, you use the acquired loot to help you get even further down next time. This is running the gauntlet, where on each return into the abyss, your ass is a little more hardened and butt-wiser.

Light, as the title suggests, is so very important in this game, if only to help you find your way around and avoid traps. Any form of light is a precious luxury in this game, and when you do have the assistance of light, it’s for only a few feet ahead of you, if that. When you don’t have light, you really don’t have any light. Turn up the brightness on your monitors all you want, it’s not gonna help ya, bub.

When there is no light and you have no more arrows, the likelihood of dying becomes quite high – unless you luck out on blindly landing on some more arrows. That’s where a lot of my dying was coming from; jumping on spikes or running into enemies I couldn’t see because I just used that last arrow to shake a few coins from a lantern. Roguelight’s underlying theme of isolation pushes you to be more conservative and calculating on your next vertical run to the depths.


There are also some thoughtful touches: holding the shoot button readies an arrow that can light a path in front of you – but only momentarily until the flame dies. Then it’s your choice if you want to use another arrow to help you inch forward a little more, knowing that your supplies are very limited. You get also let your creative homicidal flair blossom through your conservation, by pulling of trick shots, rebounding arrows off lanterns and lining up multiple enemies.

As mentioned, there is a persistent progression system. It relies on, in part, you dying. Whenever you die, apart from starting from the top again, you are taken to an upgrade screen where you can use the coins you just acquired to upgrade a range of stats to help you make it a little further next time (maybe). Apparently just like hard work, dying is its own reward; progression comes fast enough that more often than not, the next time you head down, it’ll be with a new upgrade.

But like the dark web, the deeper the venture, the darker it gets. When you fall down far enough you’ll reach the next level – some chap has handily written that on the wall. And well, that’s all there is to it, but this simplicity works so well.


What happens when you reach the bottom? Some say MySpace Tom greets you with an overeager handshake, but I’m yet to find out. I’ve given this more love than I intended, it really was a surprise. This is the type of game that helps you forget you have two kids to an abusive alcoholic, for a solid hour at least.

Rogue Light can be had for free, or you can nominate your own price to hopefully help the all powerful Daniel Linssen create more awesome games.


Posted on June 22, 2016, in Platformer and tagged , , , , , , , , , , , , . Bookmark the permalink. Leave a comment.

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