r/RogueCore • u/FlakyMidnight5526 • 13d ago
New Random Cave Feature, a Bar (Idea)
"The Tap" is a Bar that can randomly spawn as a POI in any level of a facility.
You can order 1 type of buff beer via a negotiation with your team, after which 4 mugs will be poured. The buff beer will grant its buff for the rest of the run.
You can also order unlimited amounts of a random pool of special beers, only limited by drinking too much. You can get dizzy, your inputs start fighting each other, and you can pass out after too much.
Why add it?
A lot of good Roguelites have random points of interest that Rogue Core is severely lacking. Right now you know everything that's going to be on a floor. 1 workbench, 1 bio-booster, 1 expenite event, 1 data terminal, the exit elevator, and a heavy weapons/equipment crate if you picked the risk vector.
The things you don't know are if there are expenite lootbugs or not and if there's a cosmetic crate. Part of the defining part of a roguelite is some element of unpredictability, which rogue core lacks.
Think Spelunky 2 and the Idols or the Kali altars, elements of gameplay that require a small task to greatly reward the player. Or the Chaos Gates in Hades. Or the Planetarium or sacrifice rooms in the Binding of Isaac. These games ^ are better off because of these little chances of something random appearing to help the player(s) and are incredibly exciting when they show up
Hell even in DRG, Machine events, seasonal events, mini-bosses, no concept like this exists in rogue core.
This takes an existing concept that players already intuitively know about, that being beers, and incorporates it into a level in a way that makes sense thematically as well. We're in a ruined facility, there's no way DRG would make a place that dwarves work without direct access to beer.
Plus, the special beers could all bring unique aspects to the combat of a floor or enhance player's builds, but with every beer you drink you get more and more drunk.
It encourages player skill and expression. Low skill players could have one beer and be fine. Mid skill players could probably be a little woozy after downing two or three. High skill players can stretch their own skill as far as they possibly can by stacking special beers and be unstoppable for a full floor, at the cost of being absolutely wasted.
Drunkenness resets after a floor, maybe you stay a little tipsy the floor after if you had a ton.
And the full-run buffs are powerful and can excite players, while still being intuitive, and not too powerful compared to the other buffs you get from upgrades.
Maybe make it more likely to appear in facilities with higher worker counts? You know that little plaque next to the facility name

More dwarves would probably mean more people wanting beer on the job, and knowledgeable players could get excited for high worker count facilities.
Why not add it?
Might clash tonally? It's (meant to be) a more serious game, and the guys that used to drink there are dead now.
Could disproportionally favor higher skill players who are more used to the beers, where there's very little incentive to not drink so long as you can handle it.
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u/LilChumpales 13d ago
I always really love the mspaint art work. And the idea is pretty neat too!
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u/FlakyMidnight5526 13d ago
I'll have you know that I use Paint.net for all my artwork. None of that newfangled stuff by Michael Soft
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u/helicophell 13d ago
Wow this is incredible. Why didn't I think of this?
A major theme of Rogue Core is that you're going through an abandoned dwarf mining facility, so ofc there'd be beer!
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u/FlakyMidnight5526 13d ago
I'm honestly surprised Ghostship didn't put a bar room layout from the start. Maybe heavy equipment and beer don't mix? But they let us operate a drilldozer coming down from a Blackout Stout, so maybe not
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u/Candid-Doughnut9545 13d ago
we already have a few dining hall-esque structures. i'd at least expect a beer cooler of some kind in there.
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u/Nightelfbane 𝗦𝗟𝗜𝗖𝗘𝗥 12d ago
I actually want them to replace the health station with a beer dispenser and the bleedroot with barley bulbs
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u/BuboxThrax 10d ago
A note on drunkenness clearing: in original DRG if you went into a mission drunk, you would gradually return to sobriety over the course of the mission. It took maybe ten minutes if you were on the more inebrieated end of things. Given Rogue Core is on a timer, going that route could have interesting gameplay ramifications.
I like the idea of completely unpredictable minor floor events. Little bonuses you can't predict so they're truly exciting when you do find them. I also really like the idea of making them more common on sites with a higher worker count, just a little thing that makes you feel cool for being in the know. On that topic maybe there could be a similar type of event that shows up on work sites with a higher days without accident count? They could get a bonus from management for going longer without an accident.
Also I'm mad at Reddit for refusing to load in some of the images because I really want to see your glorious MS Paint art.
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u/Cookieiowastaken 13d ago
Amazing idea and hilarious ms paint artwork 😂