“Oh,” I thought. “This looks different…”

I had just embarked upon a new Roguelike adventure. On a whim, I had renewed my acquaintance with the rec.games.roguelike.announce newsgroup for the first time in an epoch, and lurking within were announcements relating to the usual long-standing suspects – epic saga ToME, fast-paced DoomRL, Rogue-with-mechs GearHead, classic Angband and its variants, and many others. But there were also lots of unfamiliar names, a testimony to the rate at which the Roguelike scene has expanded over recent times. Looking down the list, something drew me toward Brogue by Brian Walker – was it the clever name or the enigmatically plain description? Or was it just the fact it had an unusually solid-looking version number of 1.6? It’s impossible to say. Further investigation was required!

Brogue, a Roguelike game with style

I was looking at a typical ASCII dungeon of hash signs and dots. But this dungeon had colour, variety, and life - not the usual console window of decidedly 8-colour visuals. Yes, yes – not judging a book by its cover is all well and good, but there’s no harm in making a good first impression, is there?

“Cool – there’s plants that block my vision. Let’s try walking through them. Oh, they grow back! Perfect for hiding in! Neat. Wait up, what’s that over there? Oh hello there, mouse control – this takes me back to playing Larn on the Amiga!” Good first impressions indeed. But there was plenty more to surprise me…

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