IFReviewed by Victor Gijsbers on 2007-09-14 10:18
Although my roleplaying sensibilities do not in general lead me to dungeon crawl games like Dungeons & Dragons, I nevertheless have an admiration for the third edition of that game. It sets out to deliver a strategical and tactical gaming experience, and it succeeds. Creating the most combat-effective character is a hugely complicated, very intricate and fun puzzle. Fighting difficult battles is equally enjoyable, and you will often need guts, quick thinking and a prepared strategy to win.
A Little Like Rogue, on the other hand, is a dungeon crawl with no tactical depth at all. You walk around, encounter random monsters and kill them - or are killed by them. You find weapons and armour, but your inventory will always contain one that is simply the best. The most difficult decision is when to drink your healing potions.
A dungeon crawl without tactical depth is boring. Mercifully, A Little Like Rogue is quite short. I do hope the author will give us a more interesting experience next time. (A few words of advice for all authors interested in making a dungeon crawl. You need moments where the player must weigh options that give different benefits. It is uninteresting to choose between a weak dagger and a strong axe. It is interesting to choose between a weak dagger and a strong axe that is so heavy that you can't retreat as long as you carry it around.)