RogueSharp VS OneMoreLevel

Compare RogueSharp vs OneMoreLevel and see what are their differences.

RogueSharp

A .NET Standard class library providing map generation, path-finding, and field-of-view utilities frequently used in roguelikes or 2D tile based games. Inspired by libtcod (by FaronBracy)

OneMoreLevel

A turn-based Roguelike game made with Godot engine. (by Bozar)
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RogueSharp OneMoreLevel
2 3
529 40
- -
2.1 0.0
about 1 year ago over 1 year ago
C# GDScript
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

RogueSharp

Posts with mentions or reviews of RogueSharp. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-02-26.

OneMoreLevel

Posts with mentions or reviews of OneMoreLevel. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-05-21.
  • Sharing Saturday #363
    5 projects | /r/roguelikedev | 21 May 2021
    It is not a technical issue. I draw four maps with REXPaint, which is quite handy. I use two Godot scripts (FileIOHelper.gd and DungeonPrefab.gd) to read a txt file and output terrain data. I can flip the map horizontally and/or vertically if necessary. Problem is, in my mind, ninjas should enclose on all sides and our ninja slayer keeps dodging attacks until the time is right. He fights back with lightning speed and covers narrow corridors and chock points with soul fragments (yellow question marks). But the game does not play like that. I need more time to find a solution.
  • Sharing Saturday #358
    6 projects | /r/roguelikedev | 16 Apr 2021
    This week I have raised the difficulty of a few dungeons. I have also added more colors based on players' feedback which greatly improves game experience (see demo above). Therefore I published a nightly release on GitHub and itch.io. I picked all the colors ([grey](f8f9fa-e9ecef-dee2e6-ced4da-adb5bd-6c757d-495057-343a40-212529), green and orange) from Coolors. Below are their hash values.
  • Sharing Saturday #352
    11 projects | /r/roguelikedev | 26 Feb 2021
    Demo | Github | itch.io | Twitter | Dev Blog

What are some alternatives?

When comparing RogueSharp and OneMoreLevel you can also consider the following projects:

Mappalachia - The complete mapping tool for Fallout 76.

signed-distance-field-font-generator - Automatically exported from code.google.com/p/signed-distance-field-font-generator

Axes-Armour-Ale - A fantasy, ASCII dungeon crawler for Windows, Linux & OSX

godot-mrpas - GDScript implementation of Mingos' Restrictive Precise Angle Shadowcasting algorithm

SMT - Slazanger's Eve Map Tool

libGDX - Desktop/Android/HTML5/iOS Java game development framework

bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.

panspermia

TODO_filterer - This is a short CLI program to filter and display a TODO list.

BrogueLite - This repository is deprecated. Please see Brogue Lite at the new repository.

png2rex_rs - Utility for converting PNG files to REX Paint .xp files.

VTerminal - A new Look-and-Feel (LaF) for Java, which allows for a grid-based display of Unicode characters with custom fore/background colors, font sizes, and pseudo-shaders. Originally designed for developing Roguelike/lite games.