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Deakul
Apr 2, 2012

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https://www.youtube.com/watch?v=Lw4sD3Onjhc

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Deakul
Apr 2, 2012

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Man, I really wanted to like Jupiter Hell more than I did but oof, it kinda feels like it's just a 3D tile set for an ASCII roguelike and it doesn't feel that great to play because of it for me.

Doesn't help that my left hand is jacked up and I can't play keyboard only games right now, this doesn't even let me use the mouse to free fire or click tiles. :(

Gonna have to refund for now.

Deakul
Apr 2, 2012

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cock hero flux posted:

it could at least work in the menus

Yeah I knew I was done with the game when it came to the menus.

I'll check it out again once they add mouse support probably, as petty as that is.

Deakul
Apr 2, 2012

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victrix posted:

Actually for shits, since I've been playing a lot of them lately, here's my full list of 'deckbuilders' (sorta) from Steam's recently played:

Alina of the Arena - A+ deckbuilding tactical combat, love this, great music and presentation, fun to play and not too lengthy.
Nowhere Prophet - What if Hearthstone but with a tactical grid. Superb aesthetic and music.
Vault of the Void - Slay the Spire meets... MtG maybe? It's cool, try it. Heavy emphasis on retooling your deck for each fight on harder difficulties - static decksize but you can swap cards before every battle.
Gordian Quest - Yuck.
Arcanium - I like this game's aesthetic and it's getting closer to release, but something about the moment to moment gameplay doesn't keep me coming back
Roguebook - see Arcanium

Everyone's already heard of Slay the Spire, Monster Train, and Griftlands I think

What didn't you like about Gordian Quest? I think it's pretty decent for a looter/deckbuilder, there's just a lot to keep track of and the UI could use some love.

Deakul
Apr 2, 2012

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I'm pretty much in agreement with everything said about Gordian Quest but I haven't tried the other mode yet, I'll probably give it a whirl because I like the combat flow but the pacing of the campaign just saps my will to live.

Deakul
Apr 2, 2012

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I still maintain that Nightmare Reaper is the gold standard for roguelike FPSes.

The metaprogression is god damned nuts and nigh endless, I've got almost 60 hours with the game and I still haven't seen everything.

Once you unlock more movement options the game really goes ham and takes me back to playing random over the top Doom wads for hours on end.

Granted, the art style is an acquired taste for some but I love its crunchy aesthetic and almost every weapon is pretty fun to use in some way!

Deakul
Apr 2, 2012

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LordSloth posted:

If you like Card Quest, you might also enjoy Death Roads: Tounament (Demo only at the moment)

Your driver has three 'cards' available every round of combat, but the rest of your deck is drawn from your car parts, and you draft a new car part after every battle. Any time outside of combat you can switch out your engine, tires, wheels, front/side/rear mounted weapons, and thus change your deck.

https://www.youtube.com/watch?v=GaMKIBKlRnE

This is pretty loving rad for just a demo, I'll be keeping a really close eye on it.

What a cool idea for a card game honestly.

Deakul
Apr 2, 2012

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Chinook posted:

Saw someone ask on Reddit-

When you have a “ration” in a roguelike, what do you imagine it is? For me it’s lembas bread or something similarly dense and plain.

Absolutely lutefisk, thanks to Dredmor for being the first roguelike game I really got into. :kiddo:

:rip: Gaslamp Games

Deakul
Apr 2, 2012

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Nitro Kid kinda owns!

On top of its aesthetic, it's a pretty slick Fights in Tight Spaces clone with some fun gun-kata stuff.
I got into the test pretty quick after hitting apply.

Deakul
Apr 2, 2012

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Jelly posted:

Has anyone made a rogue-like racing game?

I'm thinking like procedurally generated tracks, pre-programmed "boss encounters", and randomized persistent powerups / weapons. Why not exist?

How about a card based racing game?!

Deakul
Apr 2, 2012

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Chaotic Flame posted:

What was the Fights in Tight Spaces-like someone posted a while ago. I think you were a ninja? I can't find it looking back

Nitro Kid?

Deakul
Apr 2, 2012

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https://www.youtube.com/watch?v=zTII1_QSFgM
Nitro Kid, that pretty stylish Fights in Tight Spaces-esque deckbuilder with a bangin soundtrack, is out now. :catdrugs::woop:

Deakul
Apr 2, 2012

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WHY BONER NOW posted:

Any impressions?

I love it!

Not sure what else to say besides describing it again, it's essentially Fights in Tight Spaces with even more options to clear levels and a slick presentation so if you like tactics games where positioning, building up combos, and switching stances is the name of the game then you'll probably dig it!

Deakul
Apr 2, 2012

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ToxicFrog posted:

I liked FITS as a concept but the game itself didn't really vibe with me, so I'm interested in this.

Does it have a replay mode, and if so, how does it work? Aesthetically, that was probably my biggest disappointment in FITS.

That looks pretty sick and as someone who's dabbled in RL development (I'm going to finish ttymor someday :argh:) "what are you writing it in" was going to be my next question. :v:

What do you mean by replay mode? Like rewatching the fights? They're not nearly as flashy as FITS and it's just 2D pixel art.

Deakul
Apr 2, 2012

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ToxicFrog posted:

The thing with FITS is that at the end it would show you a replay of the entire fight, which was a great concept badly executed; there was no attempt to make it flow, it would just replay one turn, wait a bit, then replay the next turn, etc.

Ah yeah, I remember being really excited for that as a feature in FITS.

Unfortunately, Nitro Kid doesn't have that feature at all but I also don't think it would flow at all due to the art design.

Deakul
Apr 2, 2012

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I can attest, running into some french.

Deakul
Apr 2, 2012

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Indies Lies, yet another roguelike deckbuilder has come out of early access and after spending a lot of time on mobile.

It looks pretty nice graphically aside from some horny art work and it seems to have a large amount of content.(9 classes?!)

Deakul
Apr 2, 2012

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Man, I haven't enjoyed getting my rear end clapped by a game like I do with Returnal in friggin years.

I normally can't stand banging my head against bosses but it's kind of cathartic in Returnal? I suppose it helps that it doesn't really take too long to get back to where you were after dying.

Deakul
Apr 2, 2012

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I don't really get the complaint, I can pick things out fairly easily in both pictures.

Also, really, zoom all the way out and you pretty much have the top picture just with 3d assets.

Deakul fucked around with this message at 23:24 on Apr 18, 2023

Deakul
Apr 2, 2012

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Does Ziggurat ever get more interesting with the classes and perks? Breaking things to get .005 health back or starting a room with an extra 5 mana aren't really enticing me to keep going.

Deakul
Apr 2, 2012

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Oh yeah, it's the first game.

Alrighty then, I'm probably going to drop it cause this is boring as poo poo running out of secondary ammo within the first 2 combat rooms and never really being able to use any other weapon besides the dinky starting wand.

Deakul
Apr 2, 2012

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TOOT BOOT posted:

It looks like Inkbound is out, and features a Battle Pass and microtransactions?!?

Certainly not the direction where I thought the Monster Train devs would go. :sigh:

Deakul
Apr 2, 2012

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Kanos posted:

What, precisely, is "exploitative" about a cosmetic battlepass that lists exactly what you're buying? It's not a loot box. You're not paying for casino rolls. You know exactly what you're buying and for how much.

I guess you could make a tortured argument of "well if I buy it I have to grind it and if I decide I don't want to grind it I'm missing out", but, well, the battlepass system covers that pretty handily because you can just not buy it and then near the end of the season you can decide if you want to buy it then because you get all the back rewards.

The fact that they implemented this bullshit into an unfinished early access title tells me exactly where their priorities are though.

Deakul
Apr 2, 2012

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Y'know, these indie devs should consider either a) not making a multiplayer focused game that needs server upkeep and constant development costs via MTX or b) get day jobs like the rest of us to support costs.

Deakul
Apr 2, 2012

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Imagine defending day one season passes/cash shops with any sincerity at all.

Deakul
Apr 2, 2012

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Pladdicus posted:

Making rent and paying their employees? Lmao

Deakul posted:

Y'know, these indie devs should consider either a) not making a multiplayer focused game that needs server upkeep and constant development costs via MTX or b) get day jobs like the rest of us to support costs.

Indie game development really isn't full time job material or even a money making venture, I'm always absolutely shocked to hear about these dudes that drop out of school and quit their jobs to pursue game development and then proceed to make a post mortem a year or two later saying how big of a mistake it was.

Deakul
Apr 2, 2012

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Turin Turambar posted:

Voidigo 1.0 will release on June 8th

I'm gonna be sad if these guys never make another game after this, I really dig their style but Voidigo desperately needs advertisement cause as it stands it's a hard sell in a sea of roguelite arpg shooters.

I just really loved the art style and general chaos of the trailer myself

Deakul
Apr 2, 2012

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Jack Trades posted:

DD2 made it obvious that the developer really really enjoys wasting their player's time.

I'd say that was obvious from the really dumb cart movement mechanic.

Deakul
Apr 2, 2012

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ScootsMcSkirt posted:

saw this pop up in my feed

https://www.youtube.com/watch?v=UZ_Rk7Lx4E8

anyone here play it? Does it play as good as it looks?

The devs even admitted that they failed at their own concept so no, it's just a bunch of gorgeous sprite work with a meh bullet heaven framework.

Deakul
Apr 2, 2012

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I wish I knew a thing about playing poker.

Deakul
Apr 2, 2012

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Chaotic Flame posted:

Hell yeah! I forgot that dropped today.

Comes out tomorrow actually, I really can't wait it's a really cool evolution of the space based card battler.

Deakul
Apr 2, 2012

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RoboCicero posted:

Cobalt Core AND Gunhead releasing today. Roguelike players are feasting.

:shepspends:

Aaaa... I'll just go with Cobalt Core for now, I have enough shooters to get through but the Gunhead demo was a hoot!

Deakul
Apr 2, 2012

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Big crystal.

Deakul
Apr 2, 2012

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deep dish peat moss posted:

Yeah, Synthetik 2 is noticeably slower paced and more tactically-focused overall. I'd recommend it if you liked Synthetik conceptually but didn't like how twitchy and fast-paced it got by the end.

If you do like the twitchy nature of Synthetik, S2 has optional modifiers to make it more like that.

Does the sequel also chill out with the Gears of War reloading/ejecting business?

Deakul
Apr 2, 2012

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Who the gently caress actually enjoys these gigantic trees of passive bs that looks like a drat circuit board?

Deakul
Apr 2, 2012

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Shaman Tank Spec posted:

The guys who previously made Shotgun King are back with Super Algebrawl, where the gimmick is that your troops have numeric values, and you have to use algebraic operations to combine them in ways that match the enemies' strengths.

https://www.youtube.com/watch?v=T9mB1k3-neg

I bought their Steam bundle which has Shotgun King (which they reworked just today), Super Algebrawl and a Pong roguelite called MOONPONG: Tales of Epic Lunacy, so I've only played Super Algebrawl for a few runs, but it seems cute and fun so far.

Finally a use for algebra.

Deakul
Apr 2, 2012

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victrix posted:

I was going to get Go Mecha Ball, then I heard the OST, now I am not getting Go Mecha Ball

You could just turn the music off... :effort:

Deakul
Apr 2, 2012

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Whoa, Balatro is actually really cool and I don't even know how to play poker I'm just kind of using what I learned from playing a bit of rummy, blackjack, and slay the spire... and I'm doing alright?! :v:

Deakul
Apr 2, 2012

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:yeah:

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Deakul
Apr 2, 2012

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it's not that fckin hard to spell the word rouge!!!!!

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