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Seconding Risk of Rain. Seems like it should get a little too samey since it doesn't have much by way of building a char, but it's charming, easy to pick up and play and has a great aesthetic. Are there any recommendations for a decent iOS roguelike besides 100 Rogues?
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# ¿ Aug 6, 2013 19:01 |
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# ¿ May 10, 2024 22:41 |
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Things were going so well with IVAN. Got to Attam, had some decent gear, hopped on a mine.
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# ¿ Nov 2, 2013 05:31 |
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dis astranagant posted:Your gear was terrible. Levitation is a requirement. IT WAS DECENT TO ME OKAY
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# ¿ Nov 2, 2013 06:23 |
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doctorfrog posted:
Is this even possible?!
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# ¿ Nov 8, 2013 18:33 |
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This is the best Brogue session I've ever had. I've never even seen a naga before, nor have I made it past the 7th floor...I think playing on ipad keeps me cautious. Staff of obstruction and+2 firebolt have kept me alive this far. spider wisdom fucked around with this message at 13:57 on Aug 30, 2014 |
# ¿ Aug 30, 2014 13:48 |
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Dredmor hate It introduced me to the genre and led me to Brogue, Qud and Crawl, and I still play it from time to time. Definitely not without its flaws (crafting and general inventory management could be hella improved), but it's genuinely hilarious and the devs are good people. For a dollar, you're a fool to not at least have it in your library. At a minimum, the soundtrack is fantastic. spider wisdom fucked around with this message at 14:40 on Sep 24, 2014 |
# ¿ Sep 6, 2014 03:49 |
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I love well-done attack animations and those look pretty drat neat. I do wish there was an option to disable them after the first few encounters, though, or a setting that'll show them at random when attacking.
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# ¿ Sep 8, 2014 22:10 |
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AceRimmer posted:So any good "modern setting" roguelikes with guns besides LCS/Catacylsm? (besides DoomRL) AliensRL or X@COM come to mind, though I'm sure there are better examples. Also SotS: The Pit. e: durr those are more scifi than modern. I need a nap. spider wisdom fucked around with this message at 19:31 on Sep 13, 2014 |
# ¿ Sep 13, 2014 19:27 |
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# ¿ Oct 6, 2014 00:50 |
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Never uninstall IVAN.
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# ¿ Oct 6, 2014 19:41 |
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tinkerttoy posted:Congrats! What upgrade path did you take? Late reply is late, but I took HP+ almost exclusively and the throw distance upgrade. The ability to stun dudes upon landing from a jump perk is probably why I won.
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# ¿ Oct 9, 2014 19:25 |
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House Louse posted:I just ascended in Brogue fot the first time...Seed number is 61032326 if anyone wants an easy game. Dang, thanks for this. I eventually starved to death, but this one's super beatable. Ogre and x2 Naga bros in just a few floors. :O
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# ¿ Oct 20, 2014 16:01 |
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doctorfrog posted:Bionic Dues is on sale for $2, and well worth it, in my opinion. The project is officially completed, to the point where the lead developer pretty much announced it, but the other main dev still adds features here and there, so IMO it's far from being a dead project. Counterpoint: god-awful music
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# ¿ Nov 2, 2014 10:49 |
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Don't remember seeing any chat about Mysterious Castle on iOS. Anyone playing it? I'm really digging it.
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# ¿ Jan 25, 2015 23:24 |
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Ernie. posted:Alright. One more person say yes. Dangit. I'm drunk and ready to drop on a rl. Anyone else wanna be a musketeer with me?
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# ¿ Jul 9, 2015 02:22 |
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Defs a long shot here, but would I be able to transfer my current Qud save to shiny Steam Qud? Enjoying the best run I've ever had (over 10k turns, whaaat) and I'd be happy to continue it in tilestown.
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# ¿ Jul 15, 2015 05:51 |
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Somehow I survived the conveyor belts, but Golgotha's oozey center rusted my carbide equipment. And most of my armor. I trudged over a dozen eels with a named slog slip-sliding after me and found the exit with 3hp left. Caves of Qud. Also grats Freehold! I now own your entire catalog on Steam! I wish my internet wasn't down or I could enjoy those tasty tiles.
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# ¿ Jul 16, 2015 13:24 |
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S.T.C.A. posted:
How do I get him to do this? Does he have a trade interface, or do I have to finish all of his quests first? Every time I chat with him, I can just recap the quest I'm on or say goodbye.
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# ¿ Jul 17, 2015 15:36 |
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What exactly do the green characters on the frame of the hud indicate? Haven't been able to suss it out yet because I'm dense.
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# ¿ Jul 19, 2015 17:16 |
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Is there a way to check the current time somewhere that I'm missing? e: I guess moon phases are the way to do it now. Makes sense.
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# ¿ Jul 29, 2015 01:44 |
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Angry Diplomat posted:
see, when I went down there, sludge was freaking everywhere and I had no choice but to wade throu-- PleasingFungus posted:make HE or thermal grenades, since those will clear out sludge just fine. oh. ohhhhhh.
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# ¿ Aug 3, 2015 16:31 |
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fadam posted:Any CoQ playthroughs on Youtube you guys would recommend? There's only 4 eps so far and he's a little clueless on Qud, but Phuket's kinda fun to listen to. He has a decent Cogmind series, too.
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# ¿ Aug 17, 2015 01:11 |
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Unormal posted:
I start to glow.
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# ¿ Aug 17, 2015 03:36 |
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Can anyone recommend Rogue's Tale? It's cheaper than a pack of gum at the moment at ShinyLoot and I'm generally a fan of so-called hard roguelikes.
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# ¿ Nov 21, 2015 02:58 |
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Highblood posted:Anyone interested in buying cogmind then? We could get the improved tier and split the cost so we all get it cheaper. If anyone's interested I'll do it otherwise I'm just gonna buy the prime tier I'm in, but I don't use PayPal. I could Venmo if someone else wants to buy, though.
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# ¿ Dec 11, 2015 01:02 |
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Pladdicus posted:Press and hold is the best thing. Allows you to do context sensitive, prevents incorrect inputs, radial context menu, mmm. I'd love to see a roguelike with that designed. I've had an idea for a system shock-y mobile rl in the style of cardinal quest built around a p&h radial menu for a while. it may never happen since I'm more of a graphic artist type and not the programming type.
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# ¿ Mar 6, 2016 14:44 |
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dis astranagant posted:Maybe once you have all the content in you can iron out the difficulty curve a bit. don't you EVER Also wanted to give some props to Kyzrati for revealing sale/income info for the last year of Cogmind -- interesting stuff. Buy Cogmind if you enjoy games from devs with a lotta heart. I'm gonna say CM, Qud and Dmans are the holy trinity of heart. http://www.gridsagegames.com/blog/2016/05/cogmind-1-year-alphas/
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# ¿ May 23, 2016 14:49 |
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Meridian posted:Picked up Sword of the Stars: The Pit, Dungeon of the Endless and Dungeons of Dredmor on the steam sale. Considering Tales of Maj'Eyal. Any opinions on which one to jump into first? I'm one of those weirdos who really loves Dreadmor. It was the first RL I tried (alongside Brogue) and it's my 2nd most-played game on Steam. I haven't beaten it. The interface in general is not great but you'll work around the quirks. I'd start here, take it slow and look at everything. Play with: a beer. Dungeon of the Endless is just fantastic, inside and out. It's a hair more stressful/strategic than your average RL and certainly moreso than Dredmor, but it's worth all of your time. The character synergies, the light tower defense elements, the mad dash to the exit with they crystal...this is a loving Video Game. Play with: a nice scotch. Sword of the Stars: The Pit. I found it okay enough. Interesting concepts marred by goofy crafting and over-reliance on RNG. Play with: long island ice tea because it'll numb some of the pain. ToME: Oodles of content, cool guy developer, big community, just solid all around. I wouldn't hesitate picking it up. e: I took way too long typing this out and I also mentioned scotch. Why am I doing this while hungover?
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# ¿ Jun 24, 2016 14:53 |
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Jimb posted:I shelved Dungeonmans after playing it for an hour or so awhile back. It didn't click for me then and I'm not sure why because after firing it up again the other day I haven't been able to stop. I think I was being to harsh on it and expecting it to be exactly like Dungeon Crawl or something. I really like DMans on the whole but the typography choice and type treatment is not good, and it's sorta why I've shelved it for now. I understand the stylistic direction it's going for, but soft drop shadows on a bookish font in various saturated colors on a medium beige background doesn't make for great legibility. Dredmor uses old style serif in its UI and gets away with it because it's minimally treated and contrast is much higher, which you really need in those typefaces. I don't want a good game to feel like work. I actually don't mind the typeface itself in Dmans, it works well at larger sizes — but the treatment needs some more attention and pairing it with a sans serif for smaller copy would go a long way in reducing fatigue. (I think I am partially venting because one of my client's web developers insists on coating everything in drop shadows and he will not listen to reason [the gently caress am I thinking about work for on a saturday night with a decent buzz]).
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# ¿ Jul 3, 2016 07:45 |
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Tevery Best posted:here is something you can't understand Goddamn it, thank you.
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# ¿ Jul 27, 2016 22:35 |
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# ¿ Aug 1, 2016 23:18 |
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Can we go back to bashing that guy for his Brogue comment and stop talking about Talisman, the worst game ever I spent all night writing up a design document for a roguelike I want to make someday
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# ¿ Aug 23, 2016 02:45 |
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Are there any videos of the recent talks floating around?
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# ¿ Sep 20, 2016 13:34 |
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I decided to effortpost about the roguelike thing I've had in my head and a google doc for a while if anyone's interested. There's a screenshot and some mechanics talk in there. Looking back at the screenshot from this morning, I see at least a dozen things to change/clarify. This is going to rule and suck. If I really try and believe in myself, I think I can do it! edit: so crusty spider wisdom fucked around with this message at 17:06 on Oct 16, 2016 |
# ¿ Oct 16, 2016 02:20 |
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Helical Nightmares posted:This is awesome. Good luck and keep at it! Even now I like the graphical aesthetic. I think it needs a little more "something" to be finished; like the central pillars could be elevator bays, computer terminals, have biohazard signs or whatever. Other than that I think you are well on your way graphically. Hey thanks! I tried some more initial idle anims while sick at home yesterday with sample enemies/zone tiles: Oh yeah, as far as that "something," I've been trying to determine what the crunch is. Qud has lore and character flexibility, Nethack has everything, Crawl is super easy to get into and has a robust deity system, etc. There's a buuunch of mechanics/systems/wishlist junk I haven't touched on yet, though. One thing I've really wanted to see in a roguelike (and Qud has started to implement) are infections/mutations found in-world. One infection has a dumb name at the moment, but it works like this: Brood mother: Increase HP regen and vitality; on timer, player "gives birth" to a small brood of creatures than can overwhelm player. Display: Your stomach itches. (Later) Your chest burns. (Later) You feel erratic movement in your abdomen. (Event; several creatures spawn and attack) Your stomach bursts open. You blink twice; the cavity is closed and the pain of birth is wiped away. Something like that. Rough edges need to be filed down all over the place. Also started building a library of simple sounds for some things! Here's an idling terminal waiting for the player to log in/hack:
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# ¿ Oct 22, 2016 02:11 |
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Helical Nightmares posted:Well at the moment a the wall is simply functional and I'm suggesting it just look more eyecatching. Ahh, I get you. Yeah, that's in the works too. It...sorta is a lump, yeah. That's the layer name in photoshop, anyway.
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# ¿ Oct 22, 2016 02:32 |
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madjackmcmad posted:
This is so great! I've mentioned Escape from Aeon before 'round these parts, even detailing some of the nerdier cruft I'd like to someday include, but lately I've been kinda quiet about it. That's because I've teamed up with Something Awful Forums User and Coding Buddy Angryhead to make this an awesome experience for both of us! Escape from Aeon is a turn-based sci fi/horror roguelike. You must escape a large mothership destined for humanity’s next home — but things have gone wrong. You quickly learn some sort of fungal growth has messed stuff up for everyone on the Aeon. Thematic touchstones are System Shock, Aliens and The Thing, with just a zesty little twist of Heart of Darkness. I'm attempting to marry that with a low-fi minimal scifi look without overdesigning stuff. Sci fi interfaces is a proclick blog. I've gone into a little detail previously on combat, weapons, and infections, and shared a few mockups; there's a short list of links after this bit but here's a short rundown: Combat is largely firearm-based, and built on a vintage XCOM / JA2 1.13 action point allocation system for combat. In addition to lore-y future-materials of varying quality for weapons and armor (biosteel and emeraldweave, for example), there are several ammo types that can be leveraged against certain types of enemies in an extended rock-paper-scissors format. The player can also research and experiment with mutagenic synthesizers and spores, integrated into the body and offering some strong benefit/drawback gameplay (sort of your average deity system). There are 25 levels of 5 areas planned at this point. (All this stuff's super wip) Visuals Examples of area-specific enemy types and floor tiles Sorely out of date UI mockups The og mockup that started it all Short movetest in Godot Info on r/roguelikedev Sharing Saturdays Background story & system overview More on spores UI funnin' ^ there's also Twitter and Instagram shenanigans you can peep in there, too. I started this project in mid October without knowing a lick of code, and made a tiny bit of progress in Godot after poking around in Unity. Progress at that pace would've been sub-glacial, so reached out to the community for some hands-on assistance. Angryhead hollered back and he's currently my head bro. In the past 2 weeks or so, he's put together a very solid prototype based on some wonderful frameworks, like the Unity RL tutorial and the Entitas component system. I'll add some of the music I'm working on this evening!
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# ¿ Nov 29, 2016 21:12 |
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madjackmcmad posted:Rogue Scholar 2016: Winter is Coding Unormal posted:Let me know via e-mail to unormal@gmail.com what sprite pack you'd like (or other dev tool of similar value)! Oh maaan, this is wild. Thanks guys. This was a great way to end what's been a lovely week. Angryhead and I are on a brief break until this Sunday when we'll get back to it in full swing. I've been slowing reworking some UI stuff in the meantime. I'll be in touch re: tileset or other dev tool shortly!
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# ¿ Dec 10, 2016 07:05 |
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Howdy friends! Me and devgoon Angryhead have been hard at work in our downtime on Escape from Aeon, a The-Thing-in-space survival-horror inspired roguelike, and we've got a video of things moving! https://www.youtube.com/watch?v=QHoG_Y-ggcU Still in the earliest pre-dawn of proto-alphas, so everything has that sample-tileset and placeholder-sounds stank, but I'm just ultra excited to share the budding fruit of our dorkloins. We've recently transitioned to 32x32 sprites for better visibility, implemented a shifty slidey UI, and all sorts of code I could never understand. I'm working on sounds & soundtracks, new sprites and expanding an already embarrassingly long ideas/design doc. I'm sometimes on twitter and a very outdated instagram if you want to keep up with our breakneck pace of development.
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# ¿ Feb 16, 2017 17:02 |
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# ¿ May 10, 2024 22:41 |
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I've played Crawl off and on for a year or so, and I'm just now getting my first rune.
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# ¿ Mar 9, 2017 18:44 |