Because of this video, I only consider two design patterns necessary to produce Roguelike effects:
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One or more aspects of the space which the player traverses is in some way randomized or dynamically generated, so that subsequent attempts will encounter features of the landscape in a different order, or not at all.
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The player’s avatar accrues some abilities or statistical benefits to the exclusion of others at the start of play and/or as play progresses, some (or all) of which are lost upon failure or success.
While I’m happy to consider games like Spelunky and Into The Breach a part of this genre, I did play a lot of ADOM in school. I can’t call it a maximalist roguelike anymore because Dwarf Fortress exists, but it’s the first thing I thought of while reading that post by @ferrets. I don’t know how it holds up now that it has graphics and got ported to Steam.