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You can get a version (not sure which) with Oryx tiles here http://oryxdesignlab.com/games/
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# ? Mar 25, 2017 00:01 |
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# ? May 28, 2024 02:29 |
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someone awful. posted:Brogue is ASCII but it's the most readable ASCII you'll ever encounter. It's a gorgeous game imo It really is. The neatest thing to me is how the water looks shimmery and there's an ebb to it.
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# ? Mar 25, 2017 00:15 |
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I don't really want my roguelikes to shimmer or dynamically light environments or color absolutely everything in pastels the most readable ASCII in roguelikes is DoomRL
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# ? Mar 25, 2017 05:59 |
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Eela6 posted:I haven't played Brogue in years, but I found it relatively accessible. It's difficult to ascend (I never have), but it's not too hard to make some headway. A couple of years ago, cleared some branches but died too often on the shoals and stopped.
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# ? Mar 25, 2017 10:32 |
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Tuxedo Catfish posted:I don't really want my roguelikes to shimmer or dynamically light environments or color absolutely everything in pastels Yeah I don't find brogue very readable. It just comes of across as garish to me with too much going on.
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# ? Mar 25, 2017 13:44 |
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There's an option to turn that off. As in, it's probably a hotkey.
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# ? Mar 25, 2017 14:31 |
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So for the first time in a while, I managed to ascend in Powder. For this time around i kept restarting til i got a divination book as part of my 3 starting inventory items (neccesary for my strategy to try as many not cursed items to wear as possible in search of defenses) and towards the middle of the game after dodging cockatrice hardening i found an artifact that granted stoning resistance and immediately equipped it. Then it was a simple matter of cleverly using spells and reflective. Here's the screenshots And here's the final character text file as a pastebin link: http://pastebin.com/tCxkh10S Some of the deaths/wins with weird numbers on the high score list were done with the special donation-only things were you can basically play in debug mode and don't count, so this run is actually first best instead of second best on this machine.
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# ? Mar 26, 2017 05:56 |
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Wow, congrats. POWDER was always more of a brilliant little curiosity to me (designed as it was for the Game Boy Advance) and way too hard and complex to seriously dedicate time to.
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# ? Mar 26, 2017 08:01 |
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You got my pledge, Tangledeep goon. Haven't tested out the development version, but the good experiences here and how charming the game just looks were enough.
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# ? Mar 26, 2017 11:34 |
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doctorfrog posted:Wow, congrats. POWDER was always more of a brilliant little curiosity to me (designed as it was for the Game Boy Advance) and way too hard and complex to seriously dedicate time to. I played it on the PSP a bunch and don't think I ever made it past the second floor.
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# ? Mar 26, 2017 19:47 |
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Unimpressed posted:Any opinions on Monster Slayers? Looks like Dream Quest with a nicer UI, at least it professes to be that.
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# ? Mar 26, 2017 22:21 |
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Pledged on Tangledeep, looks amazing! Also playing through the new update of dungeonmans. I always seem to forget how much I love dungeonmans until I play a little to check out the update and it's suddenly hours later.
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# ? Mar 27, 2017 00:06 |
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Anyone played this? Calling something nuclear throne mixed with deus ex gets my interest. http://store.steampowered.com/app/512900/
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# ? Mar 27, 2017 03:03 |
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ToxicFrog posted:I played it on the PSP a bunch and don't think I ever made it past the second floor. Yea, initial impressions from being a free GBA product, to it's look give the very wrong impression that it's easy. The game will murder you dead a hundred ways, most of them being ^&*(# cockatrices. Is there any real reliable counter to it, other than learning the acid spell?
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# ? Mar 27, 2017 03:07 |
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HoboWithAShotgun posted:Anyone played this? It's fun, but the usual early access caveats apply: only the first two zones (six stages) exist so far and your character spontaneously explodes after that. There are a lot of options for addressing missions and the classes all have pretty interesting changes to how you approach things - I think there were only one or two classes I didn't enjoy during the free alpha and not much about the core gameplay has changed since then.
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# ? Mar 27, 2017 03:16 |
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Serephina posted:Yea, initial impressions from being a free GBA product, to it's look give the very wrong impression that it's easy. The game will murder you dead a hundred ways, most of them being ^&*(# cockatrices. Is there any real reliable counter to it, other than learning the acid spell? The best thing is to have an amulet of unchanging, or to have been lucky enough to find an artifact item that grants Unchanging intrinsic when wielded - on the turn you would have turned to stone you revert to normal. Also, an artifact that specifically has Stone Resistance will prevent it entirely, but no standard item has that. Second best is to have the Preserve or Stone To Flesh spells. Stone to Flesh stops turning to stone instantly and grants resistance for a few turns. Preserve will prevent you from turning to stone for 5 turns or so, but you'll probably want to cast it every few turns to make sure it's in effect at the right time - namely it needs to be in effect at the turn you would have become stone. If you have the ability to cast Polymorph, then simply change the cockatrice into something else and run away from it, or if you also have a ring or artifact granting Polymorph Control, change yourself into a monster that can't be turned to stone - like the cockatrice itself or any creature whose corpse you can't eat (because their corpses aren't flesh or don't exist). So like, cave trolls, elementals, ghosts, and on top of that many creatures with acid attacks can't be turned into stone. If you got surpised with the stoning attribute and don't have polymorph control, might as well try to polymorph yourself anyway in hopes of getting a creature that will survive. After this, there's acid. Throwing an acid potion at the ceiling will splash you and the cockatrice, damaging it as well as you (if you don't have acid resistance) and canceling the stone effect. However it grants no protection, the cockatrice can start turning you to stone the very next turn. But that's why you throw the acid potion, it guarantees that your term will do some damage to the cockatrice instead of just temporarily healing you. You can also use an acid spell on yourself for the same effect, ideally you use the area of effect one because again then you can chip away cockatrice help. Then there's just trying to ensure your piety with a god is high enough that they'll magically save you. Best not to rely on this. After this there's always just running away. If you don't have a protective item or a lot of acid potions/the acid attacks by the time cockatrices show up, make sure to have jump boots or other things like that that let you run away real good.
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# ? Mar 27, 2017 03:34 |
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HoboWithAShotgun posted:Anyone played this? The writing in it is incredibly bad and unfunny to me, so if that matters to you, be warned.
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# ? Mar 27, 2017 04:03 |
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Streets of Rogue is a cool bundle of interactions but when I played it in beta it was the kind of game that leans really hard on its core action/twitch gameplay being good, because it's kind of empty otherwise -- and that core gameplay was just not good enough. It was worth wasting a few hours on when it was free but I would not spend money on it.
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# ? Mar 27, 2017 04:30 |
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StrixNebulosa posted:The writing in it is incredibly bad and unfunny to me, so if that matters to you, be warned. Yeah, I was excited to try it and the writing is just a major turnoff. Tired memes and monkeycheese everywhere.
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# ? Mar 27, 2017 04:54 |
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The still fairly early core getting fleshed out should* be lined up pretty well for Streets of Rogue going forward----for the last several months, the dev was adrift in a now largely surmounted hell of multiplayer and multilingual support to get it out of the way early for Steam that had pretty much everything else on hold. Hell, a few more layers of good twists and it could essentially be a near neighbor to an homage engine/framework for Genesis Shadowrun shenanigans in a good sense---way more potential on that end seemingly than anything too heavily wed to Nuclear Throne sensibilities where everything just distills into foregone conclusions sooner than later.
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# ? Mar 27, 2017 13:46 |
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Ohhhh. You're right it does have similarities to Genesis Shadowrun. One of my all time favorites no less. Here's to hoping the dev continues down a good path.
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# ? Mar 27, 2017 14:10 |
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Tangledeep's within $1k of funding! Y'all've already backed it, right?
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# ? Mar 27, 2017 16:53 |
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TooMuchAbstraction posted:Tangledeep's within $1k of funding! Y'all've already backed it, right? That's less than $1k until the Seeds of Tangled Dreams in Dungeonmans can be cashed in for loots!
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# ? Mar 27, 2017 17:09 |
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TooMuchAbstraction posted:Tangledeep's within $1k of funding! Y'all've already backed it, right? yaaay made it!
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# ? Mar 28, 2017 05:04 |
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Before April! Excellent news!
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# ? Mar 28, 2017 05:08 |
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Wowowow. Thank you so much for the support guys, from the beginning. Whether you've been playing the game and giving feedback, backing the project or just saying "this looks cool" it's been a huge motivator! I'm working hard AF every day to make a Good Game. Since a bunch of people asked I put up some stretch goals for art, audio and writing things that won't feature creep the game to death, such as character portraits: And also Grant Kirkhope is on board for a stretch goal too. Yeah. Next build will significantly expand the size of the dungeon, add new monsters and generally rebalance things since I want to extend the experience, add more monsters in between, and smooth out the difficulty curve more. Plus this lets me put in more bosses and side areas. Fun fun fun fun
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# ? Mar 28, 2017 18:22 |
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Stretch goals like character portraits or more music are good ones, since they're less likely to spiral out of control or take way, way longer to make than you thought.
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# ? Mar 28, 2017 21:10 |
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The idea of adding extensive, complex systems as an optional component is a bad one to begin with. Either the game needs them and leaving them out will cripple it and they shouldn't be a stretch goal, or the game doesn't need them and they're just clutter and shouldn't be in either way. "More content" is a lot safer, and if you're adding more character classes or art when you've already done a bunch you probably have a much better idea of the time and resources it will take, too. Tuxedo Catfish fucked around with this message at 21:17 on Mar 28, 2017 |
# ? Mar 28, 2017 21:14 |
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Yes my thoughts exactly. This might be my first game but I've been involved on enough projects to know what can be done in parallel and what has the potential of bottlenecking. Ideally I'll keep working on the game well-after release of course and add lots more features then.
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# ? Mar 28, 2017 22:32 |
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Tuxedo Catfish posted:The idea of adding extensive, complex systems as an optional component is a bad one to begin with.
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# ? Mar 28, 2017 22:52 |
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madjackmcmad posted:Early enough in development systems are as come-and-go as content. There's an amorphous early state where you're not entirely sure what sub systems fit the game or not, but you have educated guesses and you build in that direction. Which means stuff like "Crafting as a stretch goal!" isn't the worst thing to read in a game with a two year future dev schedule.
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# ? Mar 28, 2017 22:58 |
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madjackmcmad posted:Early enough in development systems are as come-and-go as content. There's an amorphous early state where you're not entirely sure what sub systems fit the game or not, but you have educated guesses and you build in that direction. Which means stuff like "Crafting as a stretch goal!" isn't the worst thing to read in a game with a two year future dev schedule. Would you really want to promise any of them to someone for money in that situation?
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# ? Mar 28, 2017 23:42 |
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I'm sure crafting might not be bad, but the first two things that come to mind are Dungeons of Dredmor and Sword of the Stars: The Pit. God no. Truly random item destruction and unlockable recipes are also a demerit (though there are degrees of that - for instance, I ended up forgiving DoomRL for its assemblies and eventually came to cherish them). On the other hand, after deliberating a little, I can come up with at least one decent crafting system: Unexplored. The alchemy table is a miss, but the anvil makes good by restricting you to sigils, meaning I don't need to carry around various bug anuses in the hope of making a divine sandwich. I'm sure broader players can come up with plenty of good crafting examples, but the main point is, "Please, for the love of god, don't make me carry around 30-50+ random useless items in a limited inventory space, paired with a slapped on crafting GUI."
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# ? Mar 29, 2017 00:17 |
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Are there any Roguelikes other than DoomRL than focus heavily on crowd combat and slaughtering hordes of enemies? I need something to listen to crappy power metal with.
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# ? Mar 29, 2017 00:42 |
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Amuys posted:Are there any Roguelikes other than DoomRL than focus heavily on crowd combat and slaughtering hordes of enemies? I need something to listen to crappy power metal with. DoomRL isn't even really one of the more crowd-focused roguelikes. You're gonna enjoy ToME, and especially as a Corruptor or Doombringer.
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# ? Mar 29, 2017 00:44 |
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LordSloth posted:I'm sure crafting might not be bad, but the first two things that come to mind are Dungeons of Dredmor and Sword of the Stars: The Pit. God no. Truly random item destruction and unlockable recipes are also a demerit (though there are degrees of that - for instance, I ended up forgiving DoomRL for its assemblies and eventually came to cherish them). I think assemblies can get a pass because the weapon mods they're made from are going to be useful even if you don't get everything you need for a full assembly, unlike the piles of crafting ingredients that tend to clutter up your inventory in a lot of games with crafting.
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# ? Mar 29, 2017 00:45 |
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Tuxedo Catfish posted:DoomRL isn't even really one of the more crowd-focused roguelikes. You're gonna enjoy ToME, and especially as a Corruptor or Doombringer. Thanks! IA and Sil have been crushing me recently so I just wanna carve through hordes of goblins while laughing maniacally.
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# ? Mar 29, 2017 00:47 |
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Doombringer's core mechanic is that when you kill something and then hit something else in the next few turns it makes a giant explosion of fire, and then later you get the ability to leech health from everything near you that's on fire, the ability to turn "how on fire are all these guys" into a personal damage shield, the ability to instantly return yourself to full health in exchange for the difference coming back as fire damage shared between you and everything close to you, and the ability to teleport a moderate distance and appear in a giant explosion of a different kind of fire which would normally hurt you, too, but doesn't because you turned yourself into a demon and demons are healed by special-fire. Doombringer isn't just the class you play while listening to metal, it's literally playing a metal album cover.
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# ? Mar 29, 2017 00:51 |
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i really want to like tome but at the end of the day it's got the million fodder monsters and one death-machine disguised amongst them problem. it's a shame because its mechanics are otherwise really cool
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# ? Mar 29, 2017 16:23 |
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# ? May 28, 2024 02:29 |
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Tollymain posted:i really want to like tome but at the end of the day it's got the million fodder monsters and one death-machine disguised amongst them problem. it's a shame because its mechanics are otherwise really cool I want to solve this problem while still keeping the idea of a hero vs groups of monsters. It isn't quite as bad in Dungeonmans but it can still happen depending on a number of factors.
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# ? Mar 29, 2017 16:47 |