First time poster, long, loooong time lurker, but anyway I've got something I feel needs to be said.
Roguelikes and Roguelites are turn based genres, because that's what Rogue is! Roguelikes like Nethack, Dungeon Crawl Stone Soup, Dungeons of Dredmor, Jupiter Hell, Brogue, POWDER, Angband, C:DDA, Caves of Qud, ToME, etc are a great boon of disability access in gaming. They are a great boon of disability access because they allow one to take as much time as they need, they allow for those of us with partial blindness(my situation, and slowly worsening), motor control issues(not quite my situation, but I'm one-armed, so vaguely-kinda?), and other factors to play the game at our own pace without real-time consequences lousing up gameplay experience. I don't have to worry about that kobold getting closer in Nethack, or that tridude in POWDER as time ticks down. I can take my time to examine it, to squint at what I'm seeing, to use my patchy partial vision to go over individual tiles/enemies and parse the data. I dont need to worry about real-time seconds ticking down, I don't need twitch reflexes to be good at something "like" the game "rogue."
A more detailed breakdown can be found by searching the Rock Paper Shotgun database for "playing roguelikes when you can't see"
The trouble is that in recent times it is now very very hard to find genuine actual roguelikes because every dev and the community that backs them uses the term "roguelike" when they mean "arcade."
Check it for yourself if you don't believe me.
Play Survival Crisis Z and Dracula Undead Awakening. Compare them to Vampire Survivors, they're of the same gameplay.(had to get my sighted friends to verify this one tbh)
Play Downwell, then play Icy Tower. There's a striking similarity so blatant even the BLIND
can point this out!. One could further make this argument of Jetpack Joyride and Geometry Dash.
Play Atic Atac, then play Binding of Isaac. Again, striking similarity, so blatant even the BLIND
can point it out!
Play Metal Slug 3 on a randomizer. You've got exactly the same mechanics you're mal-attributing to the term "roguelike."
Play Daggerfall, or TES: Arena. Delete the game and re-install on death, you've got the same mechanics you're mal-attributing to the term "roguelike"
Shoot, play Rogue, and *GASP*...
Is Rogue somehow "not a roguelike" when you save scum? No that'd be ridiculous, Rogue, the namesake of the genre is of course a roguelike regardless of permadeath status.
We can even take this further:
Have someone play a game of Nethack or Rogue perfectly. They will not engage with permadeath nor the randomness aspect, no matter how hard you argue that those are present. Permadeath and randomisation. Again have someone play a game of Spelunky, or Isaac perfectly, or Hades. Again they wont interact with permadeath or the randomness aspect.
As for roguelite, many people will mal-attribute Rogue Legacy as the creation point of the term "roguelite." Well we have posts from here specifically detailing that roguelites are a sub-genre of roguelikes akin to the Mystery Dungeon franchise, Shiren, things of that nature.
They're Roguelites. If you're familiar with the genre and looking for a challenge look past, but they're good for new players and those that may enjoy the genre but don't consider the "die, restart" nature of it appealing.
from the 2009 thread "suggest me a DS roguelike."
Oddly enough there's also the fact that the earliest dateable reference to the term roguelite I've found is this:
Mmm, roguelikes. or rather, roguelites. I just don't have the energy to think about all the things that have to go into planning a dungeon run through a more traditional roguelike game, so the console roguelikes that have simpler systems are quite appealing to me. I played through the main story for the first Pokemon Mysterious Dungeon game, but didn't do much of the post-game stuff... it just didn't grab me like a normal Pokemon game does.
2008, Pokemon Mystery Dungeon 2:Exploring the Time of Darkness or summat thread.
This uses the term roguelike and roguelite interchangeably, and it predates the earliest point we can glean a definition for the word "roguelite."
Lastly a term already exists outside of roguelike/roguelite/roguelike-like or whatever other mangling of reference to Rogue to refer to games like Spelunky, like Dead Cells, Like Downwell, Like Vampire Survivors.
That term being the term "Arcade."
Play Tekken 1 2 or 3's "Arcade mode."(I hear Tekken 4 and onward uses "story mode" to refer to the same thing, but that's a little after my time actively playing real-time stuff) You've got exactly the things you're attributing to the "roguelike" genre, yet no-one calls Tekken a "roguelike..." Further, we actively shouldn't.
The same can be said of any fighting game with an arcade mode. The same can be said of many iterations of Gauntlet. Shoot, correct me if I'm wrong, but I've heard that steams Gauntlet: Slay Edition has an "arcade mode" that is exactly the thing people are mal-attributing "roguelike" to, yet no one calls any part of G:Slay Edition "roguelike." Again "Further, we actively shouldn't