The bottom line
Roguelikes without persistent upgrades reward pure skill, while roguelites with them give every run meaning but blur whether you or the game improved. Designers can soften each approach's weakness with unlocks that add variety, help, or skill checks without changing the difficulty.
Key takeaways
- Roguelikes keep difficulty flat, so only player skill decides who wins. 0:49
- Nothing stands between you and the final boss except your ability and knowledge, apart from a lucky or unlucky roll.
- Low-skilled players may never finish, and failed runs can feel wasted with nothing tangible to show.
- Roguelites make every run count by letting upgrades carry over and lower the difficulty. 3:22
- Dying in Rogue Legacy still earns money for an upgrade, so players of any skill can eventually finish.
- The curve is backwards: the game is hardest at the start and gets easier, so a win may not show real skill.
- Roguelikes can add a sense of progress through unlocks that leave the balance alone. 4:52
- Enter the Gungeon adds more guns to the drop pool, but none is stronger than the starting ones.
- Nuclear Throne unlocks balanced new characters, Downwell gives colour options, and Hades unlocks story.
- Roguelikes can also help struggling players without permanently changing the difficulty. 7:22
- Spelunky shortcuts skip early areas, but they cost you a leaderboard time and the true ending.
- Into the Breach lets one levelled-up soldier carry into the next run, but only for that run.
- Roguelites can keep skill relevant by making players prove they can survive. 8:52
- Rogue Legacy's Charon takes all unspent money, and Dead Cells makes unspent cash vanish on death.
- Players have finished Rogue Legacy with a level zero character, so upgrades are optional.
Random generation and permadeath mean you can't memorise the level layouts, or rely on the slow accumulation of power. It's all about your skill.
Game Maker's Toolkit
Chapter summaries
0:00 Intro
| Roguelike (Spelunky) | Roguelite (Rogue Legacy) | |
|---|---|---|
| Survives death | Nothing: same start every run | Gold buys lasting upgrades |
| Difficulty across runs | Flat | Falls as you upgrade |
| Who can finish | Only skilled players | Almost anyone, eventually |
| A failed run | Can feel wasted | Still earns an upgrade |
| A win proves | Your skill | Unclear: skill or upgrades? |
Whether upgrades survive death splits roguelikes into two kinds of game.
- Permadeath means different things in different games. 0:35
- Spelunky resets everything, so every run starts the same.
- Rogue Legacy lets money buy upgrades that last.
- The term first described games that copied the 1980 dungeon crawler Rogue.
- Today it means random levels plus permadeath.
- Fans call games without lasting upgrades "roguelikes" and games with them "roguelites".
1:40 Roguelikes (No Persistent Upgrades)
Without upgrades, a roguelike is a pure test of skill, but a failed run leaves nothing to show.
- Wiped progress gives no numbers to watch climb. 2:49
- You still improve your skill with each run.
- That gain is invisible, so the run can feel wasted.
- Spelunky and Enter the Gungeon are the examples.
- Roguelikes ask you to beat a very hard game in one go, with no way to lower the difficulty.
- Numbers ticking up give that unique dopamine rush these games lack.
3:11 Roguelites (Persistant Upgrades)
Upgrades make runs matter, but they can hide whether your skill grew.
- Early on, upgrades can feel like the gate, not skill. 4:23
- Dead Cells feels unwinnable until you buy more health potions.
- That makes an artificial barrier you must grind through.
- Other games ramp difficulty up with player skill, and roguelites do the opposite.
- After a win, the question is Did you get better, or did the game just get easier?
4:52 Giving a Sense of Progression
Unlocks that add fun but no power give a feeling of advancement without changing difficulty.
- Gungeon and Nuclear Throne unlock options, not strength. 5:22
- Gungeon bosses drop a currency you keep after death.
- Nuclear Throne characters each trade advantages for disadvantages.
- The Gungeon hub shop spends that currency on extra guns, so chests can drop more kinds.
- Nuclear Throne works like old roguelike character classes, held back until you have played enough.
- Cosmetics and story reward persistence too. 6:29
- Downwell gives colour options for gems collected across runs.
- Hades unlocks character backstory as you gift items to hub characters.
- Downwell's colours have no effect on balance.
- Hades also has persistent upgrades, but its story unlocks give something to hold onto while you keep failing.
7:22 Helping Players Win
Roguelikes can help struggling players without permanently changing the balance.
- Shortcuts let new players practice later areas in Spelunky. 7:34
- Chores for the tunnel man open a new door in the hub world.
- The door starts you in the jungle and skips the first four mine rooms.
- Shortcut runs get no leaderboard time.
- The true ending needs items hidden in every area, so skipping early areas rules it out.
- Boosts that last one run give a leg-up without raising the baseline. 8:25
- Into the Breach lets you keep one levelled-up soldier after death.
- The soldier does not stay forever, so the game's difficulty is unchanged.
- It also gives an excuse for "just one more go".
8:52 Rewarding Player Skill
Roguelites can keep skill relevant by making players prove they can survive.
- Money rules force you to earn upgrades within a single run. 9:12
- Rogue Legacy's Charon takes all unspent gold at the castle door.
- Dead Cells wipes your cash on death unless you spend it at an upgrade station.
- Charon stops you saving small sums across runs for one big purchase.
- You must reach the end of an area to bank your money.
- Upgrades are meant to be optional. 10:01
- Players finish Rogue Legacy with a level zero character.
- The game could turn this into a meta challenge: how few levels do you need to finish?
10:28 Conclusion
Roguelikes feel pure to the presenter, while roguelites blur whether skill or falling difficulty brought the win.
- Roguelikes make the game all about skill. 10:34
- Random generation stops you memorising layouts.
- Permadeath stops you relying on slow accumulation of power.
- Roguelites create a backwards difficulty curve. 10:46
- Slow accumulation of power makes it unclear if success comes from rising skill or falling difficulty.
- Opinions differ, and the question of which type is better is left open to viewers.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Permanent upgrades in a roguelike give every failed run meaning but bend the difficulty curve and blur whether the player improved or the game got easier. The video shows how Enter the Gungeon, Spelunky, Rogue Legacy and Dead Cells soften the downsides of each approach.
More from Game Maker's Toolkit · The whole library, and ask it anything