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Count Uvula posted:But how? Terror rapidly increases when you loop and have a weapon capable of clearing out rooms full of elites in half a mag. As for mjolnir, the normal ammo loses damage every chain, the inverse ammo gains it.
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# ? Jul 30, 2018 06:49 |
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# ? May 27, 2024 21:31 |
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Johnny Joestar posted:i honestly think the art for card quest is fine to me, but at the same time i wouldn't really fault someone for scoping it out and passing on it because of the way it looks overall from the store page Yeah when this thread first brought it up I thought "drat that's ugly, pass." and only eventually pulled the trigger because I was looking for something cheap with a bit of crunch and this thread was so high on it. It's a fuckin masterpiece and they've done a good job with what they've got art-wise, but I wouldn't fault anyone for going "nope".
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# ? Jul 30, 2018 06:50 |
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Also endboss 2 electric boogaloo just ended my hubris. That loving laser
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# ? Jul 30, 2018 06:56 |
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I'm playing FTL again, I lost my old save with all the ships unlocked (and finished on hard) in a cloud save mishap, so i'm trying to get them back. I missed this game. Just beat it with Lanius A on hard, using a set of breach bombs, a chain laser and BL3. The old FTL thread is dead I guess, or at least I couldnt find it without the search. Is anyone else still playing this game?
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# ? Jul 30, 2018 12:15 |
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It's a thing I keep coming back to. My latest come-back was with Captain's Edition which is a good mod. Otherwise... not a lot to say . Game still rules, and I'm sure I'll be coming back to it a long time.
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# ? Jul 30, 2018 12:44 |
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TooMuchAbstraction posted:Oh, sorry. I got my backer email and it's installed on my computer. I guess the non-backer release is delayed slightly. Is it good? I put it on my Steam wishlist about 2 years ago and at some point removed it because I assumed it was vaporware, but now it's actually releasing.
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# ? Jul 30, 2018 12:52 |
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AttackBacon posted:Yeah when this thread first brought it up I thought "drat that's ugly, pass." and only eventually pulled the trigger because I was looking for something cheap with a bit of crunch and this thread was so high on it. It's a fuckin masterpiece and they've done a good job with what they've got art-wise, but I wouldn't fault anyone for going "nope". Same here. You can't post screenshots of mechanics and screenshots are the first thing a potential buyer sees. On a store page, Card Quest looks like just another card game with a generic name and nothing to make it stand out. Compare it to the store page for something like Monster Slayers and the graphics and sense of flow of Monster Slayers looks a hell of a lot more fun. Why should I spend money on a card clicker when I could get this other one with my character leaping into the air to shoot fireballs at gryphons? Granted, I did have a lot of fun with Monster Slayers, but Card Quest is, by far, more mechanically interesting and satisfying. I'm not saying it's the only reason the game didn't do so well, but I think it's a big one. Looks may not matter much to us, but we're a handful of posters in a thread about a genre of games that have traditionally used keyboard characters as graphics, not someone clicking through the Steam store to find their next distraction. TooMuchAbstraction posted:Holy poo poo Chasm is out. I backed that game like five years ago. Again, same. I thought it died years ago. Has anyone played it yet?
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# ? Jul 30, 2018 15:18 |
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Zarick posted:Is it good? I put it on my Steam wishlist about 2 years ago and at some point removed it because I assumed it was vaporware, but now it's actually releasing. It's gone into the middle of my backlog, so I won't know for awhile yet. The launch trailer makes the combat look pretty decent, but the real question (for this thread anyway) is how fresh the content is on your second playthrough.
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# ? Jul 30, 2018 15:33 |
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Dancer posted:It's a thing I keep coming back to. My latest come-back was with Captain's Edition which is a good mod. Otherwise... not a lot to say . Game still rules, and I'm sure I'll be coming back to it a long time. captain's edition?
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# ? Jul 30, 2018 15:43 |
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AkumaHokoru posted:captain's edition? Yeah! It adds a shitload of new stuff to FTL. My experience is that it makes it a bit harder to reliably win (simply because there are so goddamn many different threats and potential problems to keep pace with) but it's a blast regardless since there's also so goddamn much to do and play with.
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# ? Jul 30, 2018 15:48 |
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Hey folks, I've been playing a bunch of Tangledeep recently and as much as I like the game and I'm interested in the story n such I was hoping for some help with progression. While I'm usually down for the roguelike cycle, it seems to take me 2 hours or so to get to the first boss again with a new character, and I'm straining my hand with all the clicking I'm doing (I'm a
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# ? Jul 30, 2018 16:53 |
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It looks like cogmind had a few reworks since I last played it in uh It's cool that it's being worked on but now I have to find out all the balance changes and stuff
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# ? Jul 31, 2018 05:02 |
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I'm about an hour into Chasm now, and it is very clearly a modern Castlevania with some procgen elements. I also get the feeling that permadeath is optional? I haven't died yet () but the savepoint placement and overall game pace doesn't feel like it's permadeath-oriented. So far the gameplay's been very competently-implemented, but it's not highly technical. You can take a lot of hits even when not wearing armor, most non-chaff enemies take 2-4 hits. I'm enjoying myself, but I feel like this is kind of far from roguelike. It's a Metroidvania with procgen elements, though, and that's pretty dang awesome.
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# ? Jul 31, 2018 05:19 |
brand engager posted:It looks like cogmind had a few reworks since I last played it in uh Yeah I actually don't own the game (yet) but I've been subscribed to its news on Steam for a while now, and that dude pushes out long, detailed journal entries & updates on a weekly basis--just like clockwork. It seems like you definitely have a ton to catch up on.
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# ? Jul 31, 2018 08:31 |
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does chasm have unlockable characters or classes or anything? edit: hell yeah, another update coming in soon for City of Brass, looks like some kind of sick genie guy https://steamcommunity.com/gid/103582791459028457/announcements/detail/1717445965604097743 juggalo baby coffin fucked around with this message at 09:09 on Jul 31, 2018 |
# ? Jul 31, 2018 09:00 |
TooMuchAbstraction posted:I'm enjoying myself, but I feel like this is kind of far from roguelike. It's a Metroidvania with procgen elements, though, and that's pretty dang awesome. The dev team agrees with you: https://steamcommunity.com/games/312200/announcements/detail/1678037020104093612 quote:To address a common misconception, Chasm is not a roguelike with permadeath, though there is an option for that for veteran players.
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# ? Jul 31, 2018 09:36 |
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Gungeon feels more generous now and I can definitely get further on average than I could before, so good job patch, but it still feels so determined to say 'gently caress you' all the way. Last game I got 2 ammo drops when I hadn't even come across a chest and had to watch the rat take them, because Gungeon's resource management is on-the-spot. I dedicated some runs to getting the next shortcut step done, and half the time I still didn't have the resources to give the guy by the time I'd cleared out the floor he was on. It still feels absolutely miserable to get hit during a boss fight, because you've just lost current health, a max health boost, and a bunch of metaprogression currency, and it's rapidly training me to hit escape-restart if it happens on the first floor. I really, really want to like it because it's so stylish and well-presented and it kind of sucks that a silly game full of gun puns is so actively against you at times. Stelas fucked around with this message at 13:22 on Jul 31, 2018 |
# ? Jul 31, 2018 13:18 |
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juggalo baby coffin posted:does chasm have unlockable characters or classes or anything? I really enjoy City of Brass and can't wait for this to come out. I'm still struggling trying to get that "all burdens" achievement... I can barely get to level 4.
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# ? Jul 31, 2018 13:23 |
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TooMuchAbstraction posted:I'm about an hour into Chasm now, and it is very clearly a modern Castlevania with some procgen elements. I also get the feeling that permadeath is optional? I haven't died yet () but the savepoint placement and overall game pace doesn't feel like it's permadeath-oriented. So far the gameplay's been very competently-implemented, but it's not highly technical. You can take a lot of hits even when not wearing armor, most non-chaff enemies take 2-4 hits. Same here. The gameplay is exactly like Castlevania: SotN. I can understand why the Steam reviews aren't the most glowing, because SotN is old enough to drink and Chasm ignores almost all of the progress made in the genre since then, but I'm still having all sorts of nostalgic fun with it.
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# ? Jul 31, 2018 14:37 |
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Are there any good strategy guides for Cogmind that are up-to-date? I know someone wrote a stealth guide when the game was in the very early stages of beta (and I made it to the last floor using that guide and probably would have won if I'd known to bring an explosive weapon with me) but the current version of the game is barely recognizable compared to then.
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# ? Jul 31, 2018 14:50 |
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I could just use some basic starting point tips. I know stealth is good, there's no kill xp etc. but I just flail around and die really quickly both avoiding fights and fighting. I feel like I'm playing Sol without knowing about the near walls/ standing still stealth bonuses again. e; Sil DisDisDis fucked around with this message at 02:35 on Aug 1, 2018 |
# ? Jul 31, 2018 21:50 |
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DisDisDis posted:I could just use some basic starting point tips. I know stealth is good, there's no kill xp etc. but I just flail around and die really quickly both avoiding fights and fighting. I feel like I'm playing Sol without knowing about the near walls/ standing still stealth bonuses again. There's some good guides on the official forum that are still relevant: https://www.gridsagegames.com/forums/index.php?topic=412.0 The Discord channel #cogmind in roguelikes is very active and the players there are helpful. Also there's a significant new update on the way that reworks combat hacking so is a good time to jump back into the game.
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# ? Aug 1, 2018 02:34 |
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What is everyone's approach to classes in roguelikes? Do you tend to play a type of class across many games? I suck at roguelikes so I usually end up playing the bashy melee class in everything.
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# ? Aug 1, 2018 18:54 |
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I read the descriptions, then usually take the class that sounds most like a glass cannon / evasion type. Then I die a bunch and either move on or pick a bruiser instead.
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# ? Aug 1, 2018 19:02 |
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I feel like if I answered that question directly, it wouldn't be very meaningful. Like I could say "I tend to play ranged casters" but that's misleading, because it's not really about enjoying wizards or archers or whatever. It's more that:
Tuxedo Catfish fucked around with this message at 19:13 on Aug 1, 2018 |
# ? Aug 1, 2018 19:10 |
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Whichever class gives me more fun buttons to press
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# ? Aug 1, 2018 19:46 |
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TooMuchAbstraction posted:I read the descriptions, then usually take the class that sounds most like a glass cannon / evasion type. Then I die a bunch and either move on or pick a bruiser instead. Burning Rain posted:Whichever class gives me more fun buttons to press One of the things I like about ToME4 is that even the melee classes have lots of fun buttons to press, although even then I tend to pick evasive glass cannon types and then die gruesomely.
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# ? Aug 1, 2018 20:09 |
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What are people's thoughts about Cryptark? I got it a while back but have just started playing it, I like it a lot. Game really clicked for me once I unlocked the infiltration mech. I love the loop of setting up my loadout, pulling up the map, making a plan to enter the arks, then executing it. Fun when it goes smoothly and even more fun when it goes south and you have to come up with some poo poo on the fly. Art is really excellent as well.
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# ? Aug 1, 2018 20:16 |
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Its fun but real hard.
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# ? Aug 1, 2018 20:17 |
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Cryptark is loving awesome. It feels like a heist-planning game, where you look at the map and make a big plan and then poo poo goes wrong more often than not. But the game feel is just off the charts, from the meaty guns to the impacts from enemy hits to slipping out an airlock and zipping around to another entrance while everything goes quiet around you. Depending on your attitude towards failure, you may find the roguelike mode to be more appealing, where you only have one life and have to scavenge your gear, but there's no "do horribly stupid things to your mech / your game plan in exchange for more money" challenges. The first time I played I bounced off the main game mode because I kept trying to run a mech with only 3 hull while leaving all the factories and turrets alive, or other dumb poo poo like that. Roguelike mode doesn't have that problem, and after enough practice at it I was more capable at the main game mode, and also more resilient to intentionally sabotaging myself.
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# ? Aug 1, 2018 20:21 |
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Hey, a Synthetik update, and the disco floor got that nerf we all wanted!
Not big, but it should work to mitigate the
goddamnit
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# ? Aug 1, 2018 20:53 |
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Tuxedo Catfish posted:I feel like if I answered that question directly, it wouldn't be very meaningful. This is the most delightfully nerdily written way of clearly expressing "the strongest heroic trait in all roguelikes is Cowardice" We keep seeing roguelike cows being slaughtered in a range of games, I'm waiting for the next "proper" roguelike dungeon basher where aggression and forward momentum are rewarded strongly over range and passivity. There's a line somewhere between Diablo 3 and Adom that will be fun to play I think.
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# ? Aug 1, 2018 21:03 |
Stark Fist posted:What is everyone's approach to classes in roguelikes? Do you tend to play a type of class across many games? I suck at roguelikes so I usually end up playing the bashy melee class in everything. Whatever is reportedly easiest to win with, or failing info on that at least seems easier to play safely. These are often ranged dudes, maybe magical if that's fun/interesting/safer or killier than shootymans. Invis one-shot crit melee > summoning-assisted melee >>>>>>>>> most any other kind of melee, because getting turned into a pincushion/pile of ash/snowman/etc. before you can make it to all the ranged jerks isn't any fun. Tanky bruisermans play can only take you so far before you run into one too many ranged tanks in a room and surviving quickly becomes about whether you remembered to pack good contingencies or not.
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# ? Aug 1, 2018 21:10 |
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victrix posted:This is the most delightfully nerdily written way of clearly expressing "the strongest heroic trait in all roguelikes is Cowardice" I can't think of a game that legitimately incentivizes pushing ahead instead of having a mechanism to make staying in place Bad.
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# ? Aug 1, 2018 21:37 |
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Yeah, there's a difference between "you should go fast" and "you should go as slowly as possible without running into this wall." You still want to drag out every sector as long as possible in FTL, there's just a limit to how much you're allowed to do that.
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# ? Aug 1, 2018 21:46 |
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Combo meters that time out after awhile are a semi-common way to do this. Like, in Synthetik the Guardian builds up combo stacks as they kill things, which give them damage resistance and regeneration, which makes them more capable of taking out additional targets. So there's definitely an incentive for the Guardian to play aggressively. One of the things that Nuclear Throne does that's so masterful is to have enemies drop experience and ammo that times out after a short period. So if you want to get the stuff, you have to leave your nice safe cover, often before you've finished clearing the area. That probably falls more under "disincentivizing safe play" than "incentivizing aggressive play" though. The tension between needing to push forward and not wanting to take stupid risks is a major part of Nuclear Throne's long-term appeal.
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# ? Aug 1, 2018 21:49 |
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TooMuchAbstraction posted:Combo meters that time out after awhile are a semi-common way to do this. Like, in Synthetik the Guardian builds up combo stacks as they kill things, which give them damage resistance and regeneration, which makes them more capable of taking out additional targets. So there's definitely an incentive for the Guardian to play aggressively. TooMuchAbstraction posted:One of the things that Nuclear Throne does that's so masterful is to have enemies drop experience and ammo that times out after a short period. So if you want to get the stuff, you have to leave your nice safe cover, often before you've finished clearing the area. That probably falls more under "disincentivizing safe play" than "incentivizing aggressive play" though. The tension between needing to push forward and not wanting to take stupid risks is a major part of Nuclear Throne's long-term appeal. Speaking of ARNF, it's just updated with an alternate "Forest" area for the first zone.
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# ? Aug 1, 2018 22:13 |
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TooMuchAbstraction posted:Combo meters that time out after awhile are a semi-common way to do this. Like, in Synthetik the Guardian builds up combo stacks as they kill things, which give them damage resistance and regeneration, which makes them more capable of taking out additional targets. So there's definitely an incentive for the Guardian to play aggressively. Wouldn't that kinda also incentivize kiting enemies to fight in an area you've already cleared, so there's zero risk in grabbing the pickups? ...which is basically the default boring/grindy/optimal tactic that often ends up being mandatory in a lot of roguelikes?
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# ? Aug 1, 2018 22:19 |
In Hotline Miami, goons react slower when you burst through a doorway giving you a fair bit of time to do multiple actions or cover ground before they start fighting back. Surprise mechanics like that would do melee a world of good.silentsnack posted:Wouldn't that kinda also incentivize kiting enemies to fight in an area you've already cleared, so there's zero risk in grabbing the pickups? Practically impossible in NT actually, only enemies with touch damage follow you around (and the only ones you can outrun are in the desert). Ignatius M. Meen fucked around with this message at 22:24 on Aug 1, 2018 |
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# ? Aug 1, 2018 22:20 |
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# ? May 27, 2024 21:31 |
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Nuclear Throne also greatly rewards aggressive play because after a certain point the only way to not get shot is to shoot first. Also Cryptark loving rules.
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# ? Aug 1, 2018 22:27 |