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cock hero flux
Apr 17, 2011



having now beaten both of them let me just drop this hot take in here:

Embers of Rage is better than TOME's base campaign

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ConfusedPig
Mar 27, 2013


cock hero flux posted:

having now beaten both of them let me just drop this hot take in here:

Embers of Rage is better than TOME's base campaign

Not that hot since a big majority agree.

cock hero flux
Apr 17, 2011



GoneWithTheTornado posted:

Not that hot since a big majority agree.

I am unaware of what the majority of people think but if so, they are right. I actually played Embers first and going to AOA from it was a weird experience. Everything you do in Embers feels like a logical progression story and gameplay-wise whereas 90% of AOA is just bumming around looking for poo poo to do(again, in both story and gameplay) which may or may not be anything resembling a decent path through the game.

plus you don't have to deal with escorts in Embers, which is great because gently caress escorts. In the AOA game I won the only escort mission I failed had them see an ant, run into a moat and then refuse to move until they suffocated and died. And of course it was the loving tinker escort, the important one that can only show up once.

andrew smash
Jun 26, 2006

smooth soul
Embers is infinitely better because it's not so loving goddamn long and boring

Jawnycat
Jul 9, 2015

cock hero flux posted:

plus you don't have to deal with escorts in Embers, which is great because gently caress escorts. In the AOA game I won the only escort mission I failed had them see an ant, run into a moat and then refuse to move until they suffocated and died. And of course it was the loving tinker escort, the important one that can only show up once.

Get this mod and don't look back: https://steamcommunity.com/sharedfiles/filedetails/?id=295210042

Makes it so escorts strictly follow you instead of suicide charge, heal slowly over time while not in combat, and can be asked/tell you where the portal is. It's the most subscribed to mod on the workshop for a reason.

Magitek
Feb 20, 2008

That's not jolly.
That's not jolly at all!

DACK FAYDEN posted:

What's good in there that I don't know about?

The bundle I was looking at was comprised of Midboss, Dungeonmans, Sproggiwood and Tangledeep. Each a goon-made game of the utmost quality

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
I don't see any bundle like ^^^ that one but I found this for 5bux.

Midboss, a possibly-interesting puzzle game, a very low-poly RTS game, an anime VN and an rpgmaker game.
In addition to games it also has 3 music albums, 2 collections of cthulhu mythos audiobooks, and... an ebook named "Roguelike", about a guy playing a roguelike.

Also midboss is on sale for $4 at itch.io so you can just buy it there instead if you don't want the bundle

RPATDO_LAMD fucked around with this message at 22:02 on May 24, 2019

Xik
Mar 10, 2011

Dinosaur Gum
Talking about Dapper Dungeons I think? It's one of those permanent Steam bundle that provide an extra 10% off on top of the individual sale prices (if they are on sale).

HeartNotes3
Jun 25, 2013
The soundtrack in the new Dicey Dungeons game is so loving good.

I've been playing a lot of Tangledeep, I'm not playing Hardcore but I keep dying. What class dies the least? I just want to build a tank class.

andrew smash
Jun 26, 2006

smooth soul
is midboss also a goon project? It's the only one of the four that i don't specifically recognize from the forums, but i could easily have missed it.

tote up a bags
Jun 8, 2006

die stoats die

HeartNotes3 posted:

The soundtrack in the new Dicey Dungeons game is so loving good.

I've been playing a lot of Tangledeep, I'm not playing Hardcore but I keep dying. What class dies the least? I just want to build a tank class.

I remember when the BGM of Dicey Dungeons was midi versions of pop songs

ExiledTinkerer
Nov 4, 2009
Dev of midboss has posted here in the past, so at least a bit~

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist
I've been alternating Everspace and Midboss and enjoying both quite a bit. I think I'm sucky at Everspace though because some random person has started showing up and giving me free power ups each run in what I think is a "this is your 20th attempt" pity mechanic.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Hahahahaha that happened to me ONCE before the storyline advanced. I envy you and your free poo poo, but yea keep plugging away at it (and buy the DLC if you haven't already! it adds a lot of 'life' to the universe), Everspace's 'story' is a good take on the ludo-narrative of roguelikes.

But do not even THINK of 'maxing out' the ships, that grind is insane.

Owl Inspector
Sep 14, 2011

Yeah she only did that to me once so I thought it was a one time deal. the best upgrades to get to stay alive are the lower chance of ship parts breaking (seriously you need this), the better sector map so you can avoid some of the high danger/natural hazard systems, and some more energy regen particularly for the interceptor which starts with the worst regen. Once you have these you can focus on more money multiplier.

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist
I was having a really great run and managed to get to some weird ancient alien structure, and even, barely, defeated the guardian...who apparently turned into a black hole on death, killing me immediately because I was so close and wasn't sure what was happening. I'll know better next time I get that far, I guess!

I do have the expansion, and space does feel quite lively. I'm not sure what's base and what's dlc, but I've really been enjoying my time.

ToxicFrog
Apr 26, 2008


A Strange Aeon posted:

I was having a really great run and managed to get to some weird ancient alien structure, and even, barely, defeated the guardian...who apparently turned into a black hole on death, killing me immediately because I was so close and wasn't sure what was happening. I'll know better next time I get that far, I guess!

I do have the expansion, and space does feel quite lively. I'm not sure what's base and what's dlc, but I've really been enjoying my time.

Exactly the same thing happened to me the first time I ran into one of those! IMO the first one shouldn't have a guardian, since the first upgrade you get from them is always the ability to see them on the map, so all this means in practice is that most players will have to successfully roll the dice twice on finding one by chance before they start being able to seek them out deliberately.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
The first time I found one, I fired the super missile at it, figuring I wasn't likely to find a better target. The missile does some ridiculous AOE, and I am honestly not sure if the monster's singularity killed me or the missile's explosion. Either way I died.

Trip report: I am enjoying Wizard of Legend, but I am very bad at it. So far I've yet to make it further than dying shortly after defeating the first mage lord. There are some impressively rude rooms, too. Shoutouts to the one that has three waves of increasingly-harder enemies combined with spike traps in the corners. And even morseo, the one that has periodic poison zones pop up, plus a mimic chest and two archers, on a narrow twisting corridor.

SKULL.GIF
Jan 20, 2017


The worst part of Wizard of Legends is

  • these loving pits,
  • that dashing over them is mandatory,
  • that they're just wide enough that you have to reliably hit the lip before dashing to ensure you don't fall into them,
  • and that dashing breaks sprint momentum

For a game that otherwise gets so much right about gameplay flow and frenetic pacing, I don't understand why the devs insisted on sprinkling pits all over in connecting hallways.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
You can't walk into pits. So just run up to them, and when you stop moving, hit the dash button. Losing your sprint because of the pits is a bit irritating, but your non-sprinting movespeed is fast enough that it hasn't bugged me much. Like, yeah, it's kinda dumb and I don't defend it, but it's also not pissing me off.

User
May 3, 2002

by FactsAreUseless
Nap Ghost

TooMuchAbstraction posted:

You can't walk into pits.

This is so not obvious. Thanks for the tip.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

User posted:

This is so not obvious. Thanks for the tip.

Yeah, I definitely think they could have stood to tutorialize this in the intro section somehow. It's one of those things that I've learned to experiment with in my first few throwaway games -- the ones where I fully expect to die really early because I'm still figuring out super-basic mechanics. But that's not something the devs can reasonably expect everyone to think to try; who would intentionally try to walk into a pit?

BaconCopter
Feb 13, 2008

:coolfish:

:coolfish:
I'm not sure how much it counts as a Roguelike, but the brand new game Void Bastards looks pretty drat fun. It seems like the procedural generation applies to your characters and the different ships you explore. At this point it isn't obvious just how differentiated these areas can be from each other. The closest game I can think of is STRAFE, and we all know how that turned out.

The straight out of a comic book cell shaded graphics and environmental ques seem to tickle something deep in my cold dead heart that Borderlands never really achieved.

https://store.steampowered.com/app/857980/Void_Bastards/

The reviews and streams I've watched seem to paint the game in a rather good light. Steam just threw me a 25% discount for owning System Shock 2, if it's still there when I get back home to my PC I'll definitely be picking it up.

FZeroRacer
Apr 8, 2009
I can't recommend A Robot Named Fight enough. It's probably one of my favorite roguelites right now because of how close it is to metroid compared to other metroidvania-esque roguelites. I enjoy the other ones like Dead Cells quite a bit, but they really don't maintain the same sense of exploration you'd get.

Thirsty Dog
May 31, 2007

STRAFE turned out really good in the end! I'm not even joking!

Okay there's still a couple of balance issues with the gun mods you can get but it's a blast to play

BaconCopter
Feb 13, 2008

:coolfish:

:coolfish:

Thirsty Dog posted:

STRAFE turned out really good in the end! I'm not even joking!

Okay there's still a couple of balance issues with the gun mods you can get but it's a blast to play

Really good? I'd call it decent at best, which is better then the Bad I'd give it before the Millenium Edition update. Every run felt painfully similar to the last, the differences from proc gen when comparing runs seemed negligible at best. I really disliked the throwaway nature of weapon pick-ups, most of a runs variation comes from your starting weapon and whatever upgrade stations you find (many of which are straight up downgrades from the base). On top of these issues the enemy pools woefully small size made the gameplay loop one of the most repetitive in the genre.

That being said it does have some of the best secrets of any game out there, the Totinos Quest thing is probably worth any discounted price of admission.

Thirsty Dog
May 31, 2007

The moment to moment gameplay is excellent. The familiarity of the procgen maps means that while you’re not able to memorise and exploit layouts, you can still traverse them quickly and engage in what the game does so well, which is allow you to stretch the challenge by engaging large groups. Using the movement system to your advantage and being able to internalise the behaviour of the reasonably limited enemy pool is how this remains fun. Having limited power up drops - though they’re really quite common - means you likely have a different toolkit for each major group engagement.

I honestly think that making it more “random” would hurt this style of game, in the same way that doom + doomrl arsenal mod tends to lead to either crap maps or just instant death from some random monster you just could not have expected or prepared for.

That said it is definitely conservative with its procgen and there’s certainly more leeway there that they could have used to their advantage. I’m not arguing it’s the perfect procgen FPS, far from it. Just that what it does actually works really well. And that’s before you mention the amusing unlocked modes.

Thirsty Dog
May 31, 2007

In retrospect I am likely under stating the problems the game has - particularly the balance of the various upgrades and some of the pacing issues - simply because it massages that sweet spot of my brain that is a massive slut for great movement and physics in FPS games...

BexGu
Jan 9, 2004

This fucking day....

FZeroRacer posted:

I can't recommend A Robot Named Fight enough. It's probably one of my favorite roguelites right now because of how close it is to metroid compared to other metroidvania-esque roguelites. I enjoy the other ones like Dead Cells quite a bit, but they really don't maintain the same sense of exploration you'd get.

It pretty amazing how good the map generation the single dev behind A Robot Named Fight was able to create (and still adding more) compared to say the flop that was Chasm. I haven't had time to dive into the latest update but it seems to take the map randomization to the next level.

BaconCopter
Feb 13, 2008

:coolfish:

:coolfish:
If STRAFEs devs would have put even close to the same amount of effort into the actual game instead of secrets it could have been so much better. Your main favorite parts of the game are pretty much point for point why I think the game sucks and shouldn't be bought unless it is steeply discounted.

Being forced to Quake jump continuously to have any kind of movement speed sucks and feels like complete dogshit in a "modern" game. If you are even close to mediocre at strafe jumping you will trivialize a large majority of the game, to me this is simply bad and boring game design. They spent too long getting bunny hopping to work and creating the secret jump map instead of focusing on anything that would make STRAFE more of a roguelite and less of a "mildly shuffled FPS". This game would have to be many, many, many times more randomized to even come close to the initial facemelting potential in DRLA, there isn't a single thing on the first floor that could be considered remotely dangerous.

The proc gen in the game is so tame that it might as well not even have it, especially once you get to the areas with the human enemies. They didn't create nearly enough room entities to make each run different from the last, every floor is just the exact same rooms shuffled around. Oh boy this huge room was AFTER the long hallway this time... too bad that the enemy spawns were nearly identical. People complain about the first floor of Gungeon being too samey, but that floor alone has more proc gen than the entirety of STRAFE. It only gets worse the further you get into the short game, the prison area is simply horrible in every fathomable way.

If you want a repetitive FPS that looks awful and pretends to have variety, STRAFE is the game for you.

Positives:
The secrets are neat?
No trash Rogue Legacy level up system
It is a game
Bunny hopping

Negatives:
Every element of "proc gen" in the game
You have one gun, everything else is nearly worthless
This one gun feels awful most of the time
The entirety of the enemy design
Level design/variety as interesting as margarine on wonderbread
The art style (lets make Quake 1... but MUCH uglier!)
Bunny Hopping

But hey, all the more power to you if you can manage to enjoy or even praise these design choices.

Thirsty Dog
May 31, 2007

I am a massive original Quake fan and the game was marketed and deliberately aimed at people like me, so yes it's not really a surprise that the game that tries to be procgen Quake is procgen Quake and appeals to me :)

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

BexGu posted:

It pretty amazing how good the map generation the single dev behind A Robot Named Fight was able to create (and still adding more) compared to say the flop that was Chasm. I haven't had time to dive into the latest update but it seems to take the map randomization to the next level.

I liked ARNF and definitely put a good amount of hours into it, but after awhile (and here we're talking >20 hours) it did start to wear a bit thin. The zones are always arranged the same way, and you know roughly what kind of powerup you're going to get in each of them. The first zone has something to let you squeeze through one-tile gaps, the last zone has something to let you climb really high, and in-between you get something to break certain block types and something to let you jump higher (I forget the exact order these are in). There's at least a couple variations for each of these, so the first powerup might be the spider transform or the slide move, and the "jump higher" ability might be a double-jump or a single superjump. But it doesn't take too long to see them all.

Basically, I stopped feeling like there was much variability from one run to the next, and that was when I put the game down.

LordSloth
Mar 7, 2008

Disgruntled (IT) Employee

TooMuchAbstraction posted:

Basically, I stopped feeling like there was much variability from one run to the next, and that was when I put the game down.

Unfortunately I’m away for my PC for a week, but it sounds like the big wet update may address just that.

Rock Paper Shotgun posted:

While newcomers won’t really notice it, the oddly named Big Wet Update, released today, adds a lot more to the game. A new environment type – The Coolant Sewers – which has a distinct hot-and-cold gimmick and its own upgrade path required to survive it. This area has its own bosses, new basic enemy types and music. It also adds more items to the game’s already-large pool of unlockable loot, new room templates for the other environments, and overhauls the game’s world generator to make it less predictable. Previously, levels tended to be arranged in a ring-like pattern, but now exploration feels even less predictable. Solo developer Matt Bitner has a Patreon page to help fund further updates, too.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
Aha, sweet! I'll have to take another look at ARNF once I finish up my current game then.

I still dream someday of making my own procgen Metroidvania. It's cool to see someone else actually doing it.

Krinkle
Feb 9, 2003

Ah do believe Ah've got the vapors...
Ah mean the farts


I'm getting back into nethack today trying to get a rogue to castle at least and dang this fella is fragile. I remember you used to be able to E a thousand times and be pretty safe as you stabbed away but now you're allowed one E per tile and it instantly destroys if you do anything but sit still and think about what you've done. Not sure how rogues are supposed to get those backstabs in.

My daggers are so losable! I was in sokoban and somethign spawned over a pit after I had closed off the exit with a boulder so I threw daggers over the boulder to kill it, believing with my whole heart that when they hit the pit they will end up in the zone below like everything else but my stack of 10 blessed daggers just deleted when that b oulder rolled over them.

I know some classes want a big strong pet and others don't care. I starve to death enough that maybe a rogue should just hoof it to sokoban and say goodbye to kitty.

DrManiac
Feb 29, 2012

Dicey Dungeon is pretty great so far. The classes feel totally different and the run modifiers makes each run play totally different. I can see this game having long legs just with people making interesting runs with the editor.


The game also has the cutest animations of any roguelike I've ever played in my life.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

BaconCopter posted:

If STRAFEs devs would have put even close to the same amount of effort into the actual game instead of secrets it could have been so much better. Your main favorite parts of the game are pretty much point for point why I think the game sucks and shouldn't be bought unless it is steeply discounted.

Being forced to Quake jump continuously to have any kind of movement speed sucks and feels like complete dogshit in a "modern" game. If you are even close to mediocre at strafe jumping you will trivialize a large majority of the game, to me this is simply bad and boring game design. They spent too long getting bunny hopping to work and creating the secret jump map instead of focusing on anything that would make STRAFE more of a roguelite and less of a "mildly shuffled FPS". This game would have to be many, many, many times more randomized to even come close to the initial facemelting potential in DRLA, there isn't a single thing on the first floor that could be considered remotely dangerous.

The proc gen in the game is so tame that it might as well not even have it, especially once you get to the areas with the human enemies. They didn't create nearly enough room entities to make each run different from the last, every floor is just the exact same rooms shuffled around. Oh boy this huge room was AFTER the long hallway this time... too bad that the enemy spawns were nearly identical. People complain about the first floor of Gungeon being too samey, but that floor alone has more proc gen than the entirety of STRAFE. It only gets worse the further you get into the short game, the prison area is simply horrible in every fathomable way.

If you want a repetitive FPS that looks awful and pretends to have variety, STRAFE is the game for you.

Positives:
The secrets are neat?
No trash Rogue Legacy level up system
It is a game
Bunny hopping

Negatives:
Every element of "proc gen" in the game
You have one gun, everything else is nearly worthless
This one gun feels awful most of the time
The entirety of the enemy design
Level design/variety as interesting as margarine on wonderbread
The art style (lets make Quake 1... but MUCH uglier!)
Bunny Hopping

But hey, all the more power to you if you can manage to enjoy or even praise these design choices.

drat lately you're as much of a dick in this thread as you are in the early FPS thread. You're stating a lot of these things as objective truths rather than subjective tastes and then ending it with some smarmy final sentence where you might as well end it with "...you loving idiot." Calm down, you get fired from your job or something?

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

Magitek posted:

The bundle I was looking at was comprised of Midboss, Dungeonmans, Sproggiwood and Tangledeep. Each a goon-made game of the utmost quality

Midboss is goonmade? Huh.

I hear it's had some of the rough edges sanded off too, I should get back to it.

BaconCopter
Feb 13, 2008

:coolfish:

:coolfish:

Cream-of-Plenty posted:

drat lately you're as much of a dick in this thread as you are in the early FPS thread. You're stating a lot of these things as objective truths rather than subjective tastes and then ending it with some smarmy final sentence where you might as well end it with "...you loving idiot." Calm down, you get fired from your job or something?

Have you ever played STRAFE? Most of my post is literally how the game works with my opinions attached to it.

I'll agree on needing to calm down on the rage posts though, haven't really been thinking right since my allergies started brutalizing me this season.

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tildes
Nov 16, 2018
I think the ideal FPS roguelike for me RN would be Dusk with procgen levels and maybe some more movement options. There isn’t a doomRL equivalent for it is there? Have not seen any.

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