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Sway Grunt posted:That's definitely not intended. There's a sticky thread on the Steam forum about this issue, might help: Yeah, this fix has worked for several games for me, I think it's a GameMaker engine issue? Entering and exiting full screen mode a couple times fixes it too.
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# ? Oct 26, 2021 18:00 |
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# ? Jun 13, 2024 05:39 |
Sway Grunt posted:That's definitely not intended. There's a sticky thread on the Steam forum about this issue, might help: Changing to the beta build fixed it, thank you!
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# ? Oct 26, 2021 18:01 |
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Samopsa posted:https://twitter.com/DarkestDungeon/status/1453029406528577538?s=20 Thanks for the heads up on the newsletter coupon! I was going to pick it up regardless, so I will definitely take ten bucks off.
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# ? Oct 26, 2021 18:14 |
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Chin Strap posted:From the last big patch they did this month gently caress yeah
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# ? Oct 26, 2021 18:18 |
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That is good to hear about RL2, I've managed to basically forget that game exists since it got announced so I'm glad to hear this doesn't appear to be an indefinite EA period.
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# ? Oct 26, 2021 18:20 |
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Does Rogue Legacy 2 do anything to change the formula or is it the same game but more so? Because honestly Rogue Legacy 1 was kind of poo poo.
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# ? Oct 26, 2021 18:23 |
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How do i suck less at Enter the Gungeon I have 20+ hours and can still only barely scrape by to chamber 2. Made it to 3 twice
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# ? Oct 26, 2021 19:25 |
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Jack Trades posted:Does Rogue Legacy 2 do anything to change the formula or is it the same game but more so? I thought RL1 was fine but it's been a long loving time and there's been a looot of these games since then. I'm also hoping they keep it feeling fresh somehow, I remember some early complaints out of the early access period were that it didn't feel like enough's been done to make it like a new game but I don't know how true that was/is because I haven't tried it myself yet.
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# ? Oct 26, 2021 19:51 |
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i havent played it enough to give a detailed post on it, and im very bad at megaman games, but 30XX has some of the most goregous loving art in it ive ever seen the first game (20XX) was very fun (i was also brutally poo poo at it) but had so-so kinda cartoony art. the sprite art in this one though is really something special. every level has full parallax backgrounds and its just really warm and a pleasure to look at. some of the fonts in some of the menus are kinda lovely but its still early access. it also has a pretty unique thing i havent seen before, which is just specifically tuneable difficulty. there's a menu that lets you crank up specific multipliers (ie enemy health, level length, item costs, traps damage) in exchange for currency multipliers. i havent messed iwth it because the default game is hard enough but it is neat.
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# ? Oct 26, 2021 20:09 |
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juggalo baby coffin posted:i havent played it enough to give a detailed post on it, and im very bad at megaman games, but 30XX has some of the most goregous loving art in it ive ever seen I always grouped 20xx and the robot one you covered together because I got them around the same time and they both worked on a procedurally generated take on classic SNES titles, MegaMan X and Super Metroid. I liked the gameplay of 20xx but compared to the SNES game, it had no soul at all. Though it does have coop which is pretty fun. Curious how good 30xx will be!
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# ? Oct 26, 2021 20:14 |
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A Strange Aeon posted:I always grouped 20xx and the robot one you covered together because I got them around the same time and they both worked on a procedurally generated take on classic SNES titles, MegaMan X and Super Metroid. i definitely much prefer A Robot Named Fight to 20XX. 20XX feels a lot like... looser than ARNF in terms of the level generation. i've never played an actual megaman game so i'm not sure how true to megaman that is, but to me ARNF was just a lot more professionally put together, even when it was brand new. 30XX is beautiful but it's also a very unfinished game from what I've played. some of the jumps it puts together you have to be absolutely pixel perfect to hit, which can be frustrating.
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# ? Oct 26, 2021 20:27 |
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Any Qud tips for a Qud newbie about to Qud for their first time?
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# ? Oct 26, 2021 21:02 |
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explosivo posted:Any Qud tips for a Qud newbie about to Qud for their first time? You can buy witchwood bark from Elder Irudad (or the village apothacary, if you start in a random village). It's dirt cheap and instantly heals you for about 20-30 hp with a chance to confuse, so having some on hand makes the early game a lot more forgiving.
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# ? Oct 26, 2021 21:07 |
explosivo posted:Any Qud tips for a Qud newbie about to Qud for their first time? There's not a lot of stuff in the game that can catch you if you decide to book it. Keep an escape path clear and don't be too afraid to be cowardly.
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# ? Oct 26, 2021 21:14 |
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Any examples of a fairly traditional roguelike (turn based, overhead view, combat happens in same exploration map / non-modal) that had large (4+) controllable player parties with independent movement? So summons/pets like Mystery Dungeon style don't count
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# ? Oct 26, 2021 23:18 |
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explosivo posted:Any Qud tips for a Qud newbie about to Qud for their first time? search around the last 20 or so pages of the qud thread, there are always new players looking for advice and there's a ton of it to be found there
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# ? Oct 26, 2021 23:31 |
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FuzzySlippers posted:Any examples of a fairly traditional roguelike (turn based, overhead view, combat happens in same exploration map / non-modal) that had large (4+) controllable player parties with independent movement? So summons/pets like Mystery Dungeon style don't count Shiren the Wanderer 3 (the wii one, released in the US as just “Shiren the Wanderer”) is built around having a party of 1-3 adventurers. There’s ai settings you can mess with to automate them during the rote bits, but at any time you can switch who you’re controlling or take full control of all three. I think Etrian Mystery Dungeon does something similar as well.
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# ? Oct 26, 2021 23:48 |
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FuzzySlippers posted:Any examples of a fairly traditional roguelike (turn based, overhead view, combat happens in same exploration map / non-modal) that had large (4+) controllable player parties with independent movement? So summons/pets like Mystery Dungeon style don't count There was the Etrian Odyssey Mystery Dungeon, where you had a party of four. I don't remember exactly how movement worked in that one, but I think in combat you controlled all four individually.
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# ? Oct 26, 2021 23:54 |
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Jack Trades posted:Because honestly Rogue Legacy 1 was
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# ? Oct 27, 2021 00:34 |
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It was pretty hugely important for the genre that it was released and got as popular as it did, but yeah it's a pretty terrible game. Dredmor Syndrome.
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# ? Oct 27, 2021 00:37 |
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FuzzySlippers posted:Any examples of a fairly traditional roguelike (turn based, overhead view, combat happens in same exploration map / non-modal) that had large (4+) controllable player parties with independent movement? So summons/pets like Mystery Dungeon style don't count The Most Extreme Example, though sadly the main site has been down for a fair bit---though it might yet live in the giant misc RL archive that cropped up on Reddit awhile back and updates in broad chunks from time to time. Hope endures eternal that dev livens back up on it again, somehow, in the future yet to come. http://www.roguebasin.com/index.php/Labyrinths_and_Legends One of the most incredible lineages in all of Roguelikes---want to say say the adventure for it first began on the Sharp X68000~
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# ? Oct 27, 2021 00:51 |
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Snake Maze posted:Shiren the Wanderer 3 (the wii one, released in the US as just “Shiren the Wanderer”) is built around having a party of 1-3 adventurers. There’s ai settings you can mess with to automate them during the rote bits, but at any time you can switch who you’re controlling or take full control of all three. I think Etrian Mystery Dungeon does something similar as well. Mithross posted:There was the Etrian Odyssey Mystery Dungeon, where you had a party of four. I don't remember exactly how movement worked in that one, but I think in combat you controlled all four individually. As far as I can tell on youtube these all do the conga line controls where your party members don't move individually. They can take independent actions but always move as a group. That could just be how these people are playing though. I was thinking more like a full tactical rpg (Xcom, Goldbox, Darksun, etc). Steam Marines does this but it takes place in narrow spaces as far as I remember so the issues of exploring with a group doesn't come up.
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# ? Oct 27, 2021 01:25 |
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FuzzySlippers posted:As far as I can tell on youtube these all do the conga line controls where your party members don't move individually. They can take independent actions but always move as a group. That could just be how these people are playing though. They can move separately in those games (there are AI settings to automatically explore separately, and of course while controlling them you can move wherever you want), but using full manual control all the time slows the game down tremendously since you need to take each step with each character. I don't know that there's really a workaround to that if you're looking for traditional roguelike play where 1 step = 1 turn.
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# ? Oct 27, 2021 01:34 |
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A Rookie's Tale may scratch enough of the itch then on one front: http://xcomrl.blogspot.com/p/files.html Something like Zorbus and Demon on the concentrated front. Dungeon Monkey Eternal and/or Gearhead Caramel on other fronts. Javelin if you are going a bit crazy https://javelinrl.wordpress.com/
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# ? Oct 27, 2021 01:44 |
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Jack Trades posted:Does Rogue Legacy 2 do anything to change the formula or is it the same game but more so? It definitely iterated a good amount on the RL1 formula, but I'd say if you didn't like the original game I'm not sure the new one does enough to change anything. The core game play loop is the same, and a lot of the mechanics and movement are very similar to the first game. I will say the new character classes are great and do a lot to make the game unique. The new patch definitely helped here as well since the skill criticals really incentivize knowing how the classes work. Also they added new attacks to all the enemies so it's not as samey running into the same enemies room after room. I definitely had a ton of fun with it between the last two patches, and it feels like it's just missing a final boss and some end game optional content before it's "finished", so if you're interested it's worth trying now. But if you hate grinding stats and didn't like how the first game played I'm not sure this will change your mind
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# ? Oct 27, 2021 03:59 |
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rogue legacy the first was a reasonably fun platformer but I will go to my grave saying that it is not a roguelike/lite. your character keeps basically all of their stats you leveled up(via the manor) regardless of you dying and bosses stay dead forever after you kill them once. that's not permadeath. you don't get set back to square one, not even close.
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# ? Oct 27, 2021 04:12 |
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FuzzySlippers posted:As far as I can tell on youtube these all do the conga line controls where your party members don't move individually. They can take independent actions but always move as a group. That could just be how these people are playing though. Looking more into it, you can have full control over your party in EMD, but it's a skill that you can't have on all the time. You conga line around exploring then when poo poo hits the fan you take over the party. Maybe look into the digital boardgame space? Gloomhaven just hit release and it might be closer to what you're after. I'm not sure how much randomization there is though, I haven't dug into it yet.
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# ? Oct 27, 2021 04:24 |
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Samopsa posted:https://twitter.com/DarkestDungeon/status/1453029406528577538?s=20 Very curious to see what impressions people wind up with. I was only able to play a little bit today -- still not sure how I feel about the new structure, and while the relationship system is an interesting wrinkle it currently feels way too at the mercy of RNG whether your guys cheer each other on or get pissed at each other. Combat looks amazing though -- the little bits of animation and the effects are fantastic and add up to one of the most visually exciting turn based systems I've ever seen.
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# ? Oct 27, 2021 05:06 |
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FuzzySlippers posted:Any examples of a fairly traditional roguelike (turn based, overhead view, combat happens in same exploration map / non-modal) that had large (4+) controllable player parties with independent movement? So summons/pets like Mystery Dungeon style don't count Snake Maze posted:Shiren the Wanderer 3 (the wii one, released in the US as just “Shiren the Wanderer”) is built around having a party of 1-3 adventurers. There’s ai settings you can mess with to automate them during the rote bits, but at any time you can switch who you’re controlling or take full control of all three. I think Etrian Mystery Dungeon does something similar as well. This is also essentially what the Pokemon Mystery Dungeon games are: literally part of the Shiren the Wanderer franchise where you capture pokemon then do roguelike dungeons with a party of 4 pokemon which are swappable/controllable. I can't remember if it gives you the ability to control all four every turn or not though.
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# ? Oct 27, 2021 05:34 |
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Thanks for those suggestions I'll have to dig through them. Man some of those are digging deep Labyrinths and Legends seems to barely exist online for having such a history. I've been playing around with some ideas in my head and was curious what had been tried. Conga line exploration, leaving conga when in combat, and then reform conga when out of combat is probably a good solution. Knights of the Chalice basically does that (as did some of the old Ultimas I think).
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# ? Oct 27, 2021 07:49 |
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I like Tangledeep's loosely wandering followers but they do get a bit hung up on level geometry at unfortunate times
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# ? Oct 27, 2021 07:53 |
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FuzzySlippers posted:Thanks for those suggestions I'll have to dig through them. Man some of those are digging deep Labyrinths and Legends seems to barely exist online for having such a history. I didn't recommend them as they aren't roguelikes, but ultima 6, 7: black gate, martian dreams, savage empire, and 7:serpent isle are all that style. The games that involve controlling a small team completely independently tend to be smaller scale than traditional roguelikes/RPGS. Invisible Inc might scratch your itch as being a roguelike a style similar to XCOM.
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# ? Oct 27, 2021 08:01 |
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It's nice to see that Darkest Dungeons 2 fixed one of the big issues I had with the combat, the fact that it was optimal to stall combat to fill up health bars, by making healing skills only work at low hp and also be limited use.
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# ? Oct 27, 2021 08:59 |
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Darkest Dungeons 2 owns but it definitely needs a lot of tuning.
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# ? Oct 27, 2021 09:16 |
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I usually play and recommend a lot of Early Access games, but for Darkest Dungeon 1 I actually discouraged people from picking it up before it was finished, as the limited content during EA made it really easy to burn out on it (since the game can be pretty grindy). If DD2 is the same way, I actually recommend waiting.
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# ? Oct 27, 2021 09:26 |
Re: rift wizard - the lightning wizard build is great fun, death shock is a revelation of a spell, as is lightning form, thanks guys.
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# ? Oct 27, 2021 09:56 |
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goferchan posted:Very curious to see what impressions people wind up with. I was only able to play a little bit today -- still not sure how I feel about the new structure, and while the relationship system is an interesting wrinkle it currently feels way too at the mercy of RNG whether your guys cheer each other on or get pissed at each other. Combat looks amazing though -- the little bits of animation and the effects are fantastic and add up to one of the most visually exciting turn based systems I've ever seen. I like the new setup because it removes the grind from the Hamlet. Relationships and Stress seem pretty snowbally, though. Keep Stress low and your toons will bond, giving you bonus (Healing, more damage, follow up attacks, free buffs...) every other round. Let Stress rise and everyone gets angry at each other, increasing Stress even more and basically dooming your run. Visually, it's impressive, specially animations and enemy design. The sound design is also pretty good, and makes each hit feel like it hurts, just like being chewed by an eldritch abomination should. Red Hook knows the game game has to be cohesive in it's mood, and everything is laser focused on that. Characters are "complete" out of the box, but unlocking new skills feels like progress in a way the Hamlet didn't. Not sure about not having your entire roster available from the start, but maybe being limited to a Tank, Damage Dealer, Jack of All Trades and Heal/Utility Bot is a good idea. I understand why the wagon feels so unresponsive, because it's a freaking wagon, but hiding goodies in obstacles that force you to zigzag to pick them up is gamey and makes no sense. Actually, they could automate movement, just add some random finds on the road and let me click on destinations when I'm at a crossroad, or before a road combat so I can prepare, and I'd be happier. Day 1 impressions, EA, etc...
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# ? Oct 27, 2021 10:12 |
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The wagon minigame kinda just feels like a gimmick tbh, not really sure it adds to the game.
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# ? Oct 27, 2021 10:31 |
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Wagon minigame needs mouse controls badly.
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# ? Oct 27, 2021 10:55 |
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# ? Jun 13, 2024 05:39 |
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I tried out Into the Pit on Game Pass. Unlike some people earlier in the thread, I absolutely love the aesthetic. I think the use of PS1-style pixelated 3D combined with modern lighting and special effects looks fantastic. It's retro 3D done right, in my opinion. One of the better-looking retro 3D games made. And it seems very well optimized too despite the modern graphical features present, which I appreciate. The game, though, is not really making me want to come back for more. The weapons are all too simple and samey with very little variation granted by the upgrades you collect. And the pacing is just off. For every 30 seconds you spend in combat, there's a minute thirty spent out of combat where you're collecting all the currency in every level, breaking the things you need to break to advance, selecting upgrades, choosing the next area, etc. In Hades this is a much more streamlined process. In this game it feels much more jarring and disproportionate. And that's not even counting the time you spend in the hub area. Not that there's much to do since nobody ever has anything interesting to say. I think it's a fantastic looking game that isn't very fun to play.
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# ? Oct 27, 2021 11:27 |