I really hope they eventually add fast movement or something like that. I feel like just slowly bouncing around the (large) areas is like 80% of my actual playtime.
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# ? Jun 13, 2024 07:42 |
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PostNouveau posted:Scourgebringer looks pretty good For what it's worth it's on PC Game Pass right now and it is exactly as good feeling to play as it looks.
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zirconmusic posted:So Stoneshard is on track to be the highest selling and highest grossing roguelike, even beyond Dredmor, at the rate it's growing. 3445 reviews already means it's probably well over 100k units sold in less than a week. Absolutely surreal. Did this just come out of nowhere like, a few weeks ago, or am I just really bad at keeping up with developments in the roguelike space these days? I feel like I hadn't heard anything about it up until super recently.
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TooMuchAbstraction posted:Did this just come out of nowhere like, a few weeks ago, or am I just really bad at keeping up with developments in the roguelike space these days? I feel like I hadn't heard anything about it up until super recently. European developer, and it was kickstarted, so if you were an American that doesn't pay attention to the Euro scene it probably did come out of nowhere. It occurred to me while playing it that it reminded me heavily of Kingdom Come: Deliverance, but a turn-based roguelike (with vampires and magic and stuff) and looking it up, yup, Eastern European dev studio (specifically, Russia). These guys have a type ![]()
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I mean to be fair, from what I've heard about it it sounds like the anti-game for me. Lots of plates to keep spinning that each represent a different type of suffering, and as soon as one starts wobbling you start your inevitable spiral into an unpleasant death. Is that basically accurate? ![]()
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I got a discount for stoneshard on steam for owning darkest dungeon. So maybe check your steam inventory if you’re on the fence.
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TooMuchAbstraction posted:I mean to be fair, from what I've heard about it it sounds like the anti-game for me. Lots of plates to keep spinning that each represent a different type of suffering, and as soon as one starts wobbling you start your inevitable spiral into an unpleasant death. Is that basically accurate? Oh definitely yeah.
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https://twitter.com/ghostknot_games/status/1226573311339122688?s=21 Put out an updated build of Escape from Aeon last night, if any of y'all wanna give a goon-made thing a shot. Mostly under-the-hood work, like a month-long rewrite of the map generation system (enjoyed that, even though not much changed for the player in the end) but there are some bug fixes and general polish in there too. Plus we integrated a nifty asset for a feedback form, so here's hoping people will actually use it, ha.
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TooMuchAbstraction posted:Did this just come out of nowhere like, a few weeks ago, or am I just really bad at keeping up with developments in the roguelike space these days? I feel like I hadn't heard anything about it up until super recently. The free demo of it was on the first page of the "new & trending" section of the main Steam store page for me for like 18 straight months, I think is was one of those games where the devs kept adjusting the release date to keep in it "new & trending" even after it had been around forever. It was actually the reason I stopped paying attention to that section so to be fair to the game when I bought it and refunded it 20 minutes later I was already looking for reasons to dislike it
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my stoneshard opinion is that it's slow and boring, and visual polish does not make up for that
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zirconmusic posted:So Stoneshard is on track to be the highest selling and highest grossing roguelike, even beyond Dredmor, at the rate it's growing. 3445 reviews already means it's probably well over 100k units sold in less than a week. Absolutely surreal. That could be a bit of an outlier, with a fair number of people writing the review to note for their issues with the save system. Translation reviews into sales works for average cases, this could be one of outside the average. Although in any case, I'm not surprised if this game is more successful than say, Tangledeep. The more somber art style, the mouse driven UI, the setting and concept itself (a mercenary going on in a warn-torn medieval world), the promise of system driven open world, it all speaks more to the 'average hardcore PC gamer' (whatever that is!) that may be interested in buying a roguelike in the first place. I personally find funny how code-worded is the description, marketing-wise. Gotta know what your audience is: quote:Stoneshard is a challenging turn-based RPG set in an open world. Experience the unforgiving life of a medieval mercenary: travel across the war-torn kingdom, fulfill contracts, fight, mend your wounds and develop your character without any restrictions. Yes, the game is drat gritty, I get it! Turin Turambar fucked around with this message at 11:42 on Feb 10, 2020 |
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I took a gander at the Steam page for it and oh my god that inventory system. Dress up dolls are fine, but in the video he mouse-overs a piece of gear that gleefully has a list of +5's and -2's. It's 2020, stop apeing Diablo2 and calling it depth. I'm finding that there's a LOT of games like that now. Indie stuff that has sharp pixel graphics covering up a mound of red flags and inevitably poor gameplay.
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Visually it looks great. Gameplaywise it looks like it's got a fair way to go.
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I'm not impressed enough by Stoneshard to buy it over SYNTHETIK.
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HeartNotes3 posted:I'm not impressed enough by Stoneshard to buy it over SYNTHETIK. Yeowch, savage.
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I checked out stone shard, dosn't look like my bag. Its standard fantasy roguelike, pretty but you're forced to play as weirdo with a beardo so the 'diologue' can be voiced or whatever and it gives me the impression that they're going for a specific difficult curve which means any equipment you find is the same as any other and its whatever.
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They got Forsen to stream Stoneshard to 10k viewers last night, so I'm definitely out.
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Can someone either give me a tldr on the Synthetik thing or point me to an earlier page in the thread where it's being discussed? Ty.
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Jack Trades posted:Can someone either give me a tldr on the Synthetik thing or point me to an earlier page in the thread where it's being discussed? Ty. You click heads and robots explode.
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quote:SYNTHETIK is an unforgiving tactical shooter rogue-lite where freedom and experimentation is key. Fight in a world overrun by the Machine Legion and their Gods. Experience the next level in gun-play and dive into unparalleled build options and Android upgrades.Mar 15, 2018 Jack Trades posted:Can someone either give me a tldr on the Synthetik thing or point me to an earlier page in the thread where it's being discussed? Ty. Top down shooter with headshots, separate eject/reload buttons for your guns. Oh, and co-op. And problematic boss fights/inventory. In -general- very well received. The actual bulk of discussion was in 2018 of course. Free stand-alone expansion Synthetik: Arena if you want to sample the gunplay. I may do a thread search after coffee if I’ve the time and short-term memory
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Motherfucker posted:I checked out stone shard, dosn't look like my bag. Its standard fantasy roguelike, pretty but you're forced to play as weirdo with a beardo so the 'diologue' can be voiced or whatever and it gives me the impression that they're going for a specific difficult curve which means any equipment you find is the same as any other and its whatever. i'm sure they're trying to go for the john darksouls crowd with decisions like that, which means it probably won't be my kind of thing either
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Been playing some Jupiter Hell and it's pretty funny how it's literally just DoomRL but with more bells and whistles. That's exactly what I wanted though.
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Synthetik's great, but has some issues (as Lord Sloth said, the boss design is by far the biggest problem). Shooting stuff feels great once you're used to it. The juice (sound design, action feedback, etc.) is top shelf. A lot of the guns used to be samey, but they've differentiated them to a point I consider satisfactory; every gun has some unique little mechanic of varying relevance (e.g. it performs really well when overheated, or it generates ammo when you hit multiple targets with one shot). People make a big stink about the reloading mechanic, but after an hour or two you won't even notice you're doing it. It's also not nearly as hard as people say, though world 3 & 4 are huge jumps in difficulty. Negative points include the UI, which is... let's say "an acquired taste." Also, the key bindings, which are not great by default. I put both eject and reload on Shift and dash on Space and it feels better to me. I also moved the item hotkeys to Q, E, mouse buttons, and so on -- buttons I can actually hit easily without leaving WASD -- and that helped a lot too.
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megane posted:The juice (sound design, action feedback, etc.) This is a great term and I'm gonna start using it. It nicely complements meat (enjoyability and satisfaction of the gameplay, depth of gameplay) and crunch (complexity, clarity, and detail of behind-the-scenes mechanical workings) quite nicely. Also, talking about juice, meat, and crunch makes you sound like an ogre, which is good. e: for instance, DoomRL is an example of a roguelike with plenty of meat and great juice as well - although the crunch could perhaps stand to be clarified a little, given how often new players seem to be puzzled by the dodging and cover mechanics. Angry Diplomat fucked around with this message at 16:10 on Feb 10, 2020 |
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The Fool posted:I got a discount for stoneshard on steam for owning darkest dungeon. So maybe check your steam inventory if you’re on the fence. gently caress you. I bought the game despite EA thanks to the dual compulsion of roguelike title and time-limited coupon. I mean, I’ve seen some play but was quite willing to wait for a more complete product. I also bought Rogue Empire. Fortunately I am free today so I can put in enough time to regret either impulsive sale buy. Or thank you. Or blame you instead of myself. Either way, I win.
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Synthetik is the E.Y.E.: Divine Cybermancy of twin stick shooters. the translation makes no sense, the UI makes no sense, the mechanics are obtuse, the gameplay is at odds with itself, and it’s fun
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Motherfucker posted:I checked out stone shard, dosn't look like my bag. Its standard fantasy roguelike, pretty but you're forced to play as weirdo with a beardo so the 'diologue' can be voiced or whatever and it gives me the impression that they're going for a specific difficult curve which means any equipment you find is the same as any other and its whatever. You only play as "weirdo with a beardo" for the prologue. You get to pick a character afterwards, and it seems they will add in the ability to make your own at some point. Anyway, I didn't find it that hard, you just need to be a little methodical. Also the boss fight was really cool. I really liked the way they made positioning important. It was more than just bumping up against it until it died. Edit: also even in the prologue there was decent progression of equipment. Play it for more then 30 seconds. Dramicus fucked around with this message at 18:22 on Feb 10, 2020 |
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Angryhead posted:https://twitter.com/ghostknot_games/status/1226573311339122688?s=21 I'm going to check this out when I have a little more time and I hope quoting it gets other people to do likewise. I desperately want more sci-fi or at least modern roguelikes and games in general. Burnt out on fantasy.
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So is Stoneshard a game with sleeping at inns instead of permadeath or is it a permadeath game without autosaves?
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DisDisDis posted:So is Stoneshard a game with sleeping at inns instead of permadeath or is it a permadeath game without autosaves? Both, I think. You can also save at camps, which I assume means in the overworld. Dramicus fucked around with this message at 18:47 on Feb 10, 2020 |
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Well I'm happy about the first option cuz I have less and less interest in permadeath games but the second seems somewhere between silly and easily exploitable
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William Henry Hairytaint posted:I'm going to check this out when I have a little more time and I hope quoting it gets other people to do likewise. I desperately want more sci-fi or at least modern roguelikes and games in general. Burnt out on fantasy. Hey thanks, hope you dig it. I always feel a bit bad about doing these drive-by self-promotional posts in this thread and almost never posting otherwise, but uhh... to paraphrase: teach a man to develop games in his spare time and he will never have time to play them.
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Dramicus posted:Also the boss fight was really cool. I really liked the way they made positioning important. It was more than just bumping up against it until it died. Also a bit of a weird choice for a game that bills itself as "unforgiving", with "no-handholding" has permadeath disabled by default ![]()
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I think you might be reading a little too much into the marketing. The prologue was clearly just introducing mechanics to the player and I really doubt it was supposed to be dark souls hard or whatever. I got a TOME feel from it, which also gives the option of dealing with permadeath or not. Also, my first character died after completing the first quest because I wasn't properly prepared. I got through the dungeon and killed the stuff and I died on the way back from injuries. I should have bought some supplies before setting out. I think the real difficulty might come from resource management and attrition, something that didn't really show up in the prologue.
Dramicus fucked around with this message at 19:29 on Feb 10, 2020 |
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William Henry Hairytaint posted:I'm going to check this out when I have a little more time and I hope quoting it gets other people to do likewise. I desperately want more sci-fi or at least modern roguelikes and games in general. Burnt out on fantasy. Goddamn, Same.
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drat I tried a few runs on an older build and it looked real neat, will be checking back in on Aeon for sure. Pro tip: if you have a joystick/throttle and such plugged in, disable them before you launch to avoid autoscrolling through the menu. Still having a heck of a time with Door in the Woods. Definitely going to pee the bed tonight, according to grandma's wisdom. ![]() ![]() I've only managed to set myself alight once so far, by point-blanking a vampire with a molotov. Pro tip: a bottle of water is not enough to put yourself out ![]()
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IMO the most important information about Synthetik is that its weird post-draw visual effects make it the only game to give me a migraine if I play it more than like an 45 minutes.
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Stone Shard looks like a demonstration of marketing genius more than an enjoyable game to me. Good for the devs to get so many sales on a roguelike. Someone mentioned Rogue Empires earlier, and it's a competent, if not spectacular, game. I enjoyed the 30 or so hours I got out of it, but probably won't return to it. It's systems are basic enough for beginners, though, so I'd consider it a good entry way for new roguelike players in the same vein as Dungeonmans.
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Dramicus posted:You only play as "weirdo with a beardo" for the prologue. You get to pick a character afterwards, and it seems they will add in the ability to make your own at some point. Anyway, I didn't find it that hard, you just need to be a little methodical. Also the boss fight was really cool. I really liked the way they made positioning important. It was more than just bumping up against it until it died. I refuse to get into this argument again but I feel the need to restate my position that roguelikes need to frontload their 'being good' or else resetting is pain and if I can say it sucks in thirty seconds it does not matter if it gets good just around the next bend.
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# ? Jun 13, 2024 07:42 |
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Looks pretty cool https://www.youtube.com/watch?v=EFlfvv9-D3I
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