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I was skimming through the thread, uninterested until the painted nails anecdote. Ok, I've got to give this a look.
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# ? Oct 2, 2016 10:25 |
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# ? Jun 11, 2024 19:44 |
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Yeah alright that sounds pretty charming.
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# ? Oct 2, 2016 13:04 |
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As much as I want Slayer Shock to be good I can't recommend it right now. The game has all these systems like stealth, element resistances and weaknesses, debuff weapons, perks ... and you don't need any of it, even on Expert season 5. All you need to do is sprint and circle strafe without stopping and the entire game falls apart. Even the Rescue missions which are supposed encourage stealth because vampires will try to kill hostages when they see you can be beaten this way. Then if you DO use weapons the vampires are weak to they get constantly stunned, making them even more trivial to fight. It all feels like the game was never playtested.
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# ? Oct 2, 2016 17:24 |
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Internet Friend posted:As much as I want Slayer Shock to be good I can't recommend it right now. The game has all these systems like stealth, element resistances and weaknesses, debuff weapons, perks ... and you don't need any of it, even on Expert season 5. All you need to do is sprint and circle strafe without stopping and the entire game falls apart. Even the Rescue missions which are supposed encourage stealth because vampires will try to kill hostages when they see you can be beaten this way. Then if you DO use weapons the vampires are weak to they get constantly stunned, making them even more trivial to fight. It all feels like the game was never playtested. Circle strafing only really works if you get the agile bracelet. Once you have it you can circle strafe most mobs faster than they can turn since you move like a lightning bolt. Even then, on the harder difficulties you'll occasionally get mobbed far quicker and get pinned down before they rip you apart. The Tarrares are especially obnoxious since they'll cheerfully turn themselves into walls you run into before taking off 50-60 HP as they charge you. Vampires almost immediately sprint for the hostages to murder them on expert too. So you need to either sneak or abuse the hell out of the agile perk bracelet (You wear your perks on your wrist.) to just run past and release them as quick as possible. Even so it is a bit of an issue. Getting the agile bracelet means you can turn into some batshit insane half-vampire ninja that takes out entire hordes of enemies with a katana. I think it's getting patched out since a bunch of people complained about it and it's kind of a broken as hell item. Assuming it does get fixed agile will probably get a nerf in buffing speed to fix it since you can literally move faster than some mobs can turn. Archonex fucked around with this message at 19:29 on Oct 2, 2016 |
# ? Oct 2, 2016 18:40 |
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The agile bracelet and silver katana are broken but you don't even need them. I just made it to Expert S4 finale with no upgrades, bracelets, and just using the stake before being killed because the Finale was in Old Town which has pillars that make it harder to fight in. Vampires don't go after hostages until they're wounded (they heal from them) so as long as you run and tag the hostage first you're fine. If you really wanted to cheese it you would lose everything but the farmland map since that's the easiest one. I did notice this time there's an option to turn the minimap off which goes a long way to make the game harder. What it really needs though is a stamina meter.
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# ? Oct 2, 2016 20:34 |
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Last day to grab Sproggiwood at $1.99 on mobile. https://itunes.apple.com/us/app/sproggiwood/id625411864 https://play.google.com/store/apps/details?id=com.freeholdgames.sproggiwood
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# ? Oct 2, 2016 23:15 |
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Unormal posted:Last day to grab Sproggiwood at $1.99 on mobile. Aw dang, I didn't realize it was on sale! But it's back up to $5 on the iOS store. Guess I'll hold off for a bit on getting a second copy. It'll probably get bought next time I go on vacation and need a distraction.
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# ? Oct 2, 2016 23:24 |
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TooMuchAbstraction posted:Aw dang, I didn't realize it was on sale! But it's back up to $5 on the iOS store. Guess I'll hold off for a bit on getting a second copy. It'll probably get bought next time I go on vacation and need a distraction. Oh I must have set it a day early, I'll bump it back, should propagate shortly.
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# ? Oct 2, 2016 23:27 |
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Unormal posted:Oh I must have set it a day early, I'll bump it back, should propagate shortly. Awesome, thanks! Got a copy; guess it's time for a replay.
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# ? Oct 3, 2016 00:49 |
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TooMuchAbstraction posted:Awesome, thanks! Got a copy; guess it's time for a replay. Savage no buying anything from the shop, I hope.
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# ? Oct 3, 2016 00:56 |
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Unormal posted:Savage no buying anything from the shop, I hope. It will start out that way. We'll see how long it takes me to crumble...
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# ? Oct 3, 2016 01:06 |
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I grabbed it too, looks fun!
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# ? Oct 3, 2016 01:12 |
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Unormal posted:Savage no buying anything from the shop, I hope. Whelp. Stomped through the first dungeon, blitzed the hell out of Big Ick, then got into an ill-advised fight with some black slimes. Wised up and fled for the treasure chest, but got killed on the turn I opened it. 10/10 would die again.
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# ? Oct 3, 2016 02:25 |
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Unormal posted:Last day to grab Sproggiwood at $1.99 on mobile. Ok I bought it
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# ? Oct 3, 2016 03:18 |
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Captain Foo posted:Ok I bought it
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# ? Oct 3, 2016 03:19 |
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The only problem I have with Sproggiwood is that it refuses to close when I quit the game. (PC)
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# ? Oct 3, 2016 03:38 |
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Any of you chaps played rogue wizards? Recently released on steam. Isometric rogue like with a town building meta game.
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# ? Oct 3, 2016 04:13 |
Captain Foo posted:Ok I bought it This. Remember loving the beta, no clue what took me so long.
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# ? Oct 3, 2016 10:08 |
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At last, upon the hypest of Hype, The Ground Gives Way is back from the annals of history that was Update #7 with an immensely shiny new v2.0 and vigor for the future! http://www.thegroundgivesway.com/ quote:Summary of Highlights in v2: The chance for absolutely impossible games, even with as potentially brisk as a game can be, finally getting a big reduction towards zero is a huge boon.
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# ? Oct 3, 2016 14:27 |
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ExiledTinkerer posted:At last, upon the hypest of Hype, The Ground Gives Way is back from the annals of history that was Update #7 with an immensely shiny new v2.0 and vigor for the future! This seems interesting, but the default font size was ridiculously small at least on my screen. Here's how to fix it:
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# ? Oct 3, 2016 14:54 |
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That game I was on about however many pages back with scant detail turned out to be called Overland.
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# ? Oct 3, 2016 19:07 |
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Ah Map posted:That game I was on about however many pages back with scant detail turned out to be called Overland. Looks interesting. Thanks for the recommendation. ---- Roguelike thoughts I was watching Dungeonman Dev's talk at the roguelike celebration. https://www.youtube.com/watch?v=UiaLUbW1Brg madjackmcmad, discusses a great deal about the themes of legends and legacy in Dungeonmans. He discusses creative uses of the bones.txt file to make successive games feel like progression in a world trod by forgotten legends and now retired (or failed) heroes. I've been playing a lot of Galactic Civilizations 3 lately and thinking about tech trees: how to make them interesting from game to game, how to differentiate yet balance racial tech trees from each other, and tech trees with randomization in Sins of a Solar Empire. Then there was this comment in the Qud thread. One goon found a Snapjaw camp and noticed the forge and anvil that sometimes will be present. I always really liked this detail, but from an anthropological point of view: it show the Snapjaws have some semblance of culture and forge/rework their own weapons. Then the gent said something I had not considered. Pumpkinreaper posted:So I keep running into areas with forges and anvils with bronze ingots nearby, is there a way to use them or are they there for flavour/not implemented fully yet? What if...from game to game the snapjaws's tech level would increase? More abstractly, madjackmcmad discussed in Dungeonmans, a mechanic that makes an enemy into a named character and then usually makes the enemy into the lord of a location (tower or such). Combine these two ideas. A player dies. Depending on his most powerful/most USED item (as a function of entities killed per item or turns worn), the enemy that killed him aquires his most powerful item. It doesn't stop there. The enemy's race acquires a certain number of research points in a tech tree that corresponds to the item acquired by the enemy. For example, you have Sword of Badass and die to a snapjaw. Snapjaw race gains X research points in the Melee tech tree (or sword or whatever). Next game all snapjaws have upgraded melee weapons. Or perhaps they can unlock player skills like sword skills. The enemies become reactively better as you do. ...but what kind of roguelike theme would this fit in? Only things I could think of was some sort of invasion where the invaders get smarter and hardier or the enemies are supposed to be adaptable (think Zerg, Borg or Tyranids) to the player. This might work well in a Space Hulk type roguelike perhaps. Or an humans vs Terminator final war roguelike? Helical Nightmares fucked around with this message at 01:37 on Oct 5, 2016 |
# ? Oct 5, 2016 01:34 |
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Interesting, but it seems like it would encourage flushing the 'bones' files eventually if the game becomes too difficult to start thanks to the improved enemies. An alternate way to do it (though it's more roguelite-ish than roguelike-ish) might be to have the player's next character BE from that faction, receiving the bonuses that the hero of your race gained from the weapon they recovered from that ghastly player. From there, you can let all the factions continuously stack the bonuses as they all improve against each other from the player dying for each of them over and over, until one side emerges victoriously.
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# ? Oct 5, 2016 03:23 |
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The online mode for the new Deus Ex game ratchets up the difficulty with each victory and complicates moving it back down by gating that behind rare items. I'm not opposed to the idea of the world evolving, but the mechanism behind this march needs to give the players more tools to compensate, and needs clear ways that you can smash enemy progress.
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# ? Oct 5, 2016 03:30 |
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The Big News continues! Larn, good old Larn, has finally arrived at a feature complete v14.0 after all these years---just polish and fixes from here as sussed out. https://github.com/atsb/RL_M/releases But, what of progress boldly into new horizons? That's where Larn-NEXT will enter unto the fray where precious few and scattered other attempts have trodden~...
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# ? Oct 5, 2016 13:28 |
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Helical Nightmares posted:Looks interesting. Thanks for the recommendation. Perhaps it might work better in a faction based system. Rather than all snapjaws getting an upgrade, a small group of them get an upgrade. Give different races a base tech level that determines what kind of gear they come with and then upgrade small groups of them based on things that happen. Every time a hero is killed the faction that got him gets an upgrade + the exact one that killed him gets a bigger upgrade, a couple of factions emerge at random, maybe a faction or two rolls over another one and absorbs their tech and such so that it's not a straight linear increase of difficulty when you die but a system where you might end up with a big, nasty group of enemies but you can avoid them if you need to, and eventually they might get ganged up on by lesser factions and taken care of for you.
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# ? Oct 5, 2016 13:56 |
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Really enjoying Sproggiwood. I can get away with playing it at work. Those are my favorite kind of games.
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# ? Oct 6, 2016 19:03 |
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chrono.gg's deal of the day is Sword of the Stars: The Pit and its dlc for 2.50$. If you want to see how not to do an item degradation system first-hand, here's your chance. The crafting is bad, the reliance on the RNG above all else is bad, and it's a bad game. I'm mostly linking it here because it is one of the very few sci-fi roguelikes out there, and while it's bad, it's kind of entertaining to see a game where your starting gear is the most powerful gear that you need to hoard carefully so you don't break it early.
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# ? Oct 6, 2016 23:01 |
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Well regarding sci-fi roguelikes there's AlienRL made by the DoomRL guy, but I never put much time into it. Then there's Cogmind and Gearhead which also has a sequel I never tried out. Caves of Qud is also a little in that vein, I'd argue. The last one that comes to mind is Cataclysm, but I never got far into that either because the high degree of simulation limits the playability somewhat for me.
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# ? Oct 6, 2016 23:49 |
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DoomRL guy is getting serious about JupiterHell which I think is DoomRL but without the licensing issues?
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# ? Oct 7, 2016 00:03 |
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Lowness 72 posted:DoomRL guy is getting serious about JupiterHell which I think is DoomRL but without the licensing issues? Also with 3d graphics, which will take a lot more work/time to do.
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# ? Oct 7, 2016 00:40 |
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Yeah, I'm afraid it'll be "overdeveloped" with animations and gfx slowing everything down when you just wanna slaughter demons like on the covers of metal records. I felt like the DoomRL tileset was already pretty much the sweet spot as far as graphics are concerned. I wanna have faith in the guy, but I hope it won't turn into some kind of 3d Dredmor.
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# ? Oct 7, 2016 00:50 |
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Honestly, check out the dev stream on twitch. It actually might be more responsive to user input than doomRL. The engine isn't the thing to worry about in my opinion. Edit: I might be more worried about scaling up from a one man project, for clarity's sake. I don't know what he's worked on as part of a larger project. LordSloth fucked around with this message at 01:09 on Oct 7, 2016 |
# ? Oct 7, 2016 01:04 |
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Oenis posted:Well regarding sci-fi roguelikes there's AlienRL made by the DoomRL guy, but I never put much time into it. Then there's Cogmind and Gearhead which also has a sequel I never tried out. Caves of Qud is also a little in that vein, I'd argue. The last one that comes to mind is Cataclysm, but I never got far into that either because the high degree of simulation limits the playability somewhat for me. Incidentally, Cogmind looks really good. Both gameplay-wise and visually. I can't wait for the full release of that.
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# ? Oct 7, 2016 03:40 |
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Does Transcendence count as a roguelike? Been playing it lately, and really wishing that it had an option to try out weapons before you buy them. I "upgraded" from a laser array to a slam cannon, and got steamrollered by a freighter armed with a fast-but-weak-firing turret because the slam cannon's projectiles are super-easy to destroy and I just couldn't hit the drat thing. On the flipside, love the setting, love the gameplay. More games need to do 2D inertial ship combat.
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# ? Oct 7, 2016 03:46 |
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TooMuchAbstraction posted:Does Transcendence count as a roguelike? Been playing it lately, and really wishing that it had an option to try out weapons before you buy them. I "upgraded" from a laser array to a slam cannon, and got steamrollered by a freighter armed with a fast-but-weak-firing turret because the slam cannon's projectiles are super-easy to destroy and I just couldn't hit the drat thing. I love Transcendence and wish it had a mobile port
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# ? Oct 7, 2016 04:50 |
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TooMuchAbstraction posted:Does Transcendence count as a roguelike? Been playing it lately, and really wishing that it had an option to try out weapons before you buy them. I "upgraded" from a laser array to a slam cannon, and got steamrollered by a freighter armed with a fast-but-weak-firing turret because the slam cannon's projectiles are super-easy to destroy and I just couldn't hit the drat thing. Transcendence is awesome and I met the dev at the celebration and he was a great. A+ space stat control roguelike
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# ? Oct 7, 2016 04:55 |
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caves of qud 100% counts as a scifi roguelike as far as i'm concerned, and it's one of the best.
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# ? Oct 7, 2016 06:30 |
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Oenis posted:Yeah, I'm afraid it'll be "overdeveloped" with animations and gfx slowing everything down when you just wanna slaughter demons like on the covers of metal records. I felt like the DoomRL tileset was already pretty much the sweet spot as far as graphics are concerned. I wanna have faith in the guy, but I hope it won't turn into some kind of 3d Dredmor. He's 100% aware that super fast tile movement is necessary and he's already building that stuff in. I agree, watch his stream when you can.
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# ? Oct 7, 2016 07:00 |
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# ? Jun 11, 2024 19:44 |
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I've been procrastinating a ton at work by playing sproggiwood on my phone. Played on the hardest difficulty from the start and its been great. Now someone tell me how to kill ghostly wisps because I don't get it.
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# ? Oct 7, 2016 17:28 |