dtgreene: Tangledeep is a roguelike. It may not use ASCII graphics, and there's some semblance of meta-progression (you keep equipment), except on the permadeath mode. but it's still a roguelike in every other respect. Enemies move only when you do, so the game is turn based.
I would not consider Tangledeep an adventure game at all.
At first, "roguelike" is mainly a marketing instrument for me because the game which actually was "giving its name for"... known as "Rogue" was a very primitive ASCII graphic based game that was almost entirely based on those mechanics. It was somewhat pretty special so we was calling it "rogue-like" for any game which may have something in common.
Nonetheless... comparing it with clearly more complex games in "other aspects" and with the common main elements (which was not really apparent in the very old classic time), is not the best fit to me, as those "forerunners" simply was way to abstract and almost entirely focused on those mechanics.
At some later point, the games became more of a "immersive experience", and less of a purely raw "mechanical experience", so the focus and ultimately the perception has been shifted, toward something that is more "whole". It does not mean it is better, this is all a matter of preference and the things we simply enjoy. Some people enjoy a very raw game almost entirely based on mechanics (Chess is such a game for example) and other gamers... including me... are enjoying a immersive experience a lot. So, i kinda got a different focus and perception toward games. The mechanics is always playing a role but to me the art and the atmosphere... the immersive aspect... is in many cases even more important.
A game with, in my view... bad art... already failed... even if it can provide good mechanics and good gameplay, because it it just not enough. However... good art can be almost everywhere... even at the level of something very primitive... it got nothing to do with the "amount of pixels" or "the amount of shaders or textures".
Anyway... yes we both surely got a different perception and for you the "mechanical aspect" is playing a big role... to me... it is in many cases secondary. In this term i totally understand if you put something related to its mechanics "on the very first spot, even turning it into a main genre", but it surely is a individual thing.
dtgreene: I would not consider Tangledeep an adventure game at all.
I do agree because it simply lacks the required experience i do expect from a adventure and the strict battle system, which is to some extend a fluid turn based system, makes it even harder to "pair" with adventure. It got more of RPG elements, but even on that one it does not suit it well. Is it a clean rogue-like based on its mechanics? Well, i do still not feel this way... it is rather a complicated mix without a certain direction and it does even lack a clear "main genre" for me. It is pretty unique, because i feel a lot of paradoxon, in a weird yet good way.
dtgreene: * Adventure: There are scripted puzzles. (Example: Having to use item X at location Y to continue.) Note that this is different from the puzzles in puzzle games.
Guess thats not "adventure only", i am able to see those "linear or primitive puzzles" almost everywhere...
dtgreene: * Puzzle: There are puzzles that are defined by and coded as a specific set of rules. (For example, perhaps matching 3 in a row causes them to disappear; that's the sort of rule that would fit a puzzle game.)
There are actually even RPGs or Action Adventures with pretty advanced puzzles inside, although... a puzzle game to me is with a very high focus on "solving them" which is perhaps filling up half or even more of the game in some way. A rather rare genre, yet i got 8 games i do consider with a major focus on puzzle-gameplay.
dtgreene: * RPG: The result of an action is determined by the character's abilities, not the player's abilities. (For example, whether you hit is determined by a dice roll (or is guaranteed) rather than by a collision check.)
Not sure... newest example of a game i absolutely do consider "RPG" is Kingdome Come Deliverance II, but there is no turn-based battle system, instead collisions and the required skills for it are playing a role.
dtgreene: * Action: GAme runs in real time, and uses collision checks or similar mechanics to determine the success of player actions.
* Strategy: There must be a positional element to gameplay. (Maybe there needs to be some rule requiring multiple units controlled by the player?)
* Survival: There needs to be a strong element of resource management in the game. (Anyone know of any resource-free survival games?)
No doubt on those statements i would say, because it would be pretty odd if it is any different than that.
dtgreene: The first Mana game, Final Fantasy Adventure, is basically Zelda with XP-based leveling and a more linear structure; those differences, to me, don't warrant a change in genre classification.
For me to put both the Action and RPG labels on the same game, it would need to be something like The Magic of Schehezade. That game mostly plays like Zelda with RPG growth mechanic, but every now and then, when you go from one screen to the next, the game enters a turn-based RPG-stye battle system.
Well, to me the XP-based leveling and the in general rich story (although Zelda may have it too) is exactly the "final straw" able to break the camels "adventure-back"; but obviously, you may have to consider stat growth as an RPG element, else it might not add any more weight.
Nonetheless... the Mana-titles that came after this had even more focus on RPG... while Zelda never seemed to move into a higher focus... it was always a strict Action Adventure with a lot of story.
I do not get the expression of "The Magic of Scheherazade" having any true "turn based combat". It is, if at all... very primitive doing so. True turn based combat someone may experience on a game like Suikoden or even Final Fantasy 13 which in fact is not "waiting for a next turn", it rather got a certain cycle but apart from that it is fully fluid, without any stops.
dtgreene: An Action Adventure game, to me, would need to have strong adventure game elements; I'm thinking something like La Mulana here. (Case in point: La Mulana 1 has some issues with moon logic, which is a design flaw that is specific to adventure games.)
This is cleary a Action Adventure...