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THE PWNER posted:There should be a * next to every listed game to indicate mouse support or no mouse support for babbies like me. Thanks!!! It is worth it to unplug your mouse for an hour and spend it playing your favorite roguelike. You'll never go back.
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# ¿ Aug 6, 2013 15:50 |
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# ¿ May 10, 2024 22:26 |
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Yeah Crawl is pretty easy to get in to, just don't expect to win if you aren't playing a lot/figuring stuff out. I would just go with that for now if all you've played is Nethack. Crawl looks like Nethack on the surface, the main difference being that it is fun.
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# ¿ Aug 7, 2013 15:14 |
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Pladdicus posted:Is it cool to do write ups for the lesser known and smaller titles for the OP? I'm not the OP but no one is going to say it is not cool for you to do work to make the thread better.
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# ¿ Aug 7, 2013 17:57 |
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Agent Kool-Aid posted:Brogue, DoomRL, and pooooossibly Crawl would probably all count as relatively simple to get into. DoomRL is probably on top of the pile here for being insanely accessible like Brogue is, but also having a really neat interface, music, tileset, etc. etc. and a level of depth that is amazing for such a short game. Yeah it depends on if you want a "big game" or a "small game", as I'll call them. I'm talking in terms of the number of mechanics in play at any one time. Brogue and DoomRL are small games, they are short in length and there aren't too many things to learn about. Crawl is approachable and you can play and have fun quickly, but it is certainly a big game, and there is plenty of stuff that one can ignore at first but will want to learn later.
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# ¿ Aug 7, 2013 18:51 |
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I think Brogue probably fits the bill the best. (Nethack being the worst if you don't count things like IVAN.)
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# ¿ Aug 7, 2013 22:22 |
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My brain is never going to recognize/differentiate a some guy's vision of a goblin versus his vision of a kobold anywhere near as fast as a "g" versus a "K". I know this means I have to manually check monster equipment, but I can't ever switch to tiles.
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# ¿ Aug 8, 2013 19:32 |
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..btt posted:Hey OP, nice first posts, and I get that you don't like ASCII much, but how about listing some telnet/ssh servers for those that do and like to play online? Here's a few off the top of my head: Jeffrey of YOSPOS fucked around with this message at 20:42 on Aug 8, 2013 |
# ¿ Aug 8, 2013 20:40 |
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The Roguelike Megathread: Now with 16x FSAA fonts. EDIT: Anyone tried Full Mojo Rampage? It is supposed to be a roguelikelike(likelike) ala Binding of Isaac. I don't think I want to just dive in as I'm kind of sick of the (boring) recent entries into the subcategory, but if it's good I'll check it out. Jeffrey of YOSPOS fucked around with this message at 17:32 on Aug 19, 2013 |
# ¿ Aug 19, 2013 16:11 |
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FuzzySlippers posted:Everyone knows KS are not preorders, but that's still lovely of a developer to just go 'gently caress it'. Especially not having some big problem but just decide that making games is no fun. At least release the source and assets to the backers. What the hell is he supposed to do if he can't finish the project with that budget? If he's spent his 34k it isn't like he can be slave to his promise forever; he needs to eat and live too. His estimate for how expensive it would be was wrong, if he could have foreseen that then so could you. It sucks but that's how these things work. Venture capitalists don't quit and walk away when one venture fails, kickstarter was always a high risk, high reward "investment".
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# ¿ Aug 23, 2013 15:59 |
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MacGyvers_Mullet posted:It's true that Kickstarters are not preorders, but if the rewards include a pre-order (which his do), he is 100% on the hook to deliver that or issue a full refund to everyone who backed a tier that included a preorder. Kickstarter isn't a gamble, a preorder, or an investment - it's a pretty transparent "Give me money, I will give you this in exchange, then go do this other thing with your money." If a kickstarter dev decides to include the thing he wants to use your money to make as a reward tier, then he has to deliver it or is legally obligated to refund everyone who paid enough to get it. Is there precedent for this? That is, refunding all pledges due to preorders not being fulfilled? I really doubt kickstarter will put themselves in the middle of any such disputes. If there really is a contract it is likely between each individual backer and the person who runs the project, so they would have to seek individual recourse. Looks like kickstarter prefers to stay out of it, is there anything more recent? http://www.engadget.com/2012/05/07/kickstarter-refunds/ It seems to me like backing a project is implicitly a bet on whether or not the product will be created for that much money. Trying to wring money out of him at this point seems like trying to get blood from a stone.
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# ¿ Aug 24, 2013 20:01 |
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I never heard of CultRL before it came up here, but that is awesome and you are awesome madjack.
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# ¿ Aug 29, 2013 21:12 |
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welcome posted:What horrible things have Kerberos done? The ceo of their company posts insulting things about people who bought their (permanently broken and awful) game and have the audacity to report bugs in it. I might have time to dig up quotes later.
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# ¿ Aug 30, 2013 23:45 |
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Nephilm posted:Hating a company, its PR and business practices (they were scamming both Paradox and the costumers), is a perfectly legit reason to not want to give them money. I like their setting, and it looks like a decent game so it'd certainly play it if it were available to me, but I cannot in good conscience pay money for it that I know will reach Kerberos. Having that option is pretty cool. Deep Silver is owned by the Koch brothers so I gave all the money from that bundle to charity, felt good. EDIT: Nope, not true. Don't listen to me. Jeffrey of YOSPOS fucked around with this message at 02:10 on Aug 31, 2013 |
# ¿ Aug 31, 2013 01:19 |
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Nah I'm just dumb.
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# ¿ Aug 31, 2013 02:10 |
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Brogue is simple enough that it works really well on Android, I play that a good bit. You could try Dweller which is similar and has tiles.
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# ¿ Sep 9, 2013 18:53 |
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You can eat lembas bread to get rid of stat drain, I didn't notice this and was wondering why anyone would forge the gear that costs stats.
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# ¿ Sep 11, 2013 21:23 |
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I really like starting with armorsmith + enchant, but maybe that's why I'm getting killed. Boots of running are too fun!
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# ¿ Sep 12, 2013 15:59 |
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A new Brogue version was released. No more allies gaining experience by exploring, no more recharging scrolls working on wands, and more.quote:New with v1.7.3: Jeffrey of YOSPOS fucked around with this message at 21:39 on Sep 13, 2013 |
# ¿ Sep 13, 2013 21:37 |
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Play crawl and alternate turns. Better agree on that escape plan!
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# ¿ Sep 30, 2013 20:43 |
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Thanks for the tip - I liked the beta enough, I bought it.
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# ¿ Oct 7, 2013 17:28 |
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Im_Special posted:Quick question, has anyone been able to get this awesome Oryx Tiles to work with the latest Brogue v1.7.3 release? I'm feeling an itch of Brogue lately but don't think I can go back to none tiles. I'm not a tiles user so maybe I shouldn't comment, but if I might say so, Brogue has some of the most beautiful ascii of any roguelike.
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# ¿ Oct 16, 2013 22:09 |
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Yeah if you like the feel of nethack but are frustrated by dumb spoilery stuff, just play Crawl. It has an actual coherent design principles as opposed to "everything we thought of and then some.". Of course if your just want to do random things like polymorph into a xorn so you can eat amulets for intrinsics, nethack is still your game.
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# ¿ Nov 6, 2013 18:08 |
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Uncle Jam posted:drat dude, you should try again then. I'm pretty sure that was implemented a long time ago even when Stone Soup was starting to wind up right after the fork. I've played since 4.1 and the game is much less brutal (but a lot more boring to be honest, especially lately with the constant removal of poo poo) I dunno I kind of like the direction it's gone, most of the stuff removed seems to be for good reason, and now there's a whole mess of new species to play with which are pretty fun to me, plus remakes of old branches. I'm not shedding any tears for blade traps.
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# ¿ Nov 8, 2013 15:49 |
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TheMightyCheese posted:Risk of Rain, which I posted about back on the first page, is out on Steam now. It's a pretty huge step up from the beta. Tons of stuff to unlock, an actual ending, and there are supposed to be more content updates in the future. Why are there two things to buy? "Buy Risk of Rain Steam Store and Retail Key" vs "Buy Risk of Rain" seem like the same thing, but the former costs $10 while the latter costs $30. This game's beta was cool though so I'll probably buy it.
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# ¿ Nov 8, 2013 18:35 |
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madjackmcmad posted:This offends me on the deepest level. Not that you're wrong, but that there's a trend among roguelikes to put in super strong, cool monsters and the #1 strat by a mile is "run the gently caress away" Figuring out the right way to run away from stuff is like, the game. You even get XP for it in Sil. Monsters designed to make you figure out how to best way to run away are a pretty legit design option. I think its a very roguelike idea that sometimes getting the gently caress out is the best way to deal with something. 99% of games involve you being able to relatively easily kill anything you encounter when you see it. Designers playing on instincts learned from other game genres to kill you is a storied roguelike tradition. It also tends to make it extra satisfying when you do kill one of those.
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# ¿ Nov 15, 2013 17:07 |
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Sorry to open this but rogue legacy doesn't feel like a roguelike at all to me, even in a world where Binding of Isaac, Risk of Rain, Spelunky, etc are all unquestionably roguelikes. Does Rogue Legacy have any roguelike elements at all? There's no character progression within a game, no permadeath, and you can even turn off the random level generation. The most roguelike thing about it is the word rogue in the title.
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# ¿ Dec 1, 2013 22:47 |
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IronicDongz posted:It's also a game in which you need to die in order to upgrade your characters, and I think that character progression being linked to death is not only something that goes against the whole idea of roguelikes, but against good game design in general. Yeah, the lack of progession within a character is what really kills it for me. If it had some manner of random powerups ala risk of rain it might redeem the game in my eyes, but as of now I have no desire to play it. I love the desperate hope in one's fleeting, fragile character that roguelikes provide, and RL just falls flat there. Jeffrey of YOSPOS fucked around with this message at 01:39 on Dec 2, 2013 |
# ¿ Dec 2, 2013 01:23 |
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OtspIII posted:I actually really like the idea of a game where every time you die you get a chance to cash in on upgrades using the winnings of your last life, but I agree that the lack of progression within a run wasn't all that engaging. I think the two modes of progress could be combined into something really interesting--especially for a roguelike. Yeah, I definitely have no problem with post-game progression, it is pretty cool in dungeonmans. I also very much like class unlocks in ToME4, even if some of them are quite obscure. I just don't think it is an acceptable substitute for your character getting stronger during a game, and I think that was well-highlighted in rogue legacy.
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# ¿ Dec 2, 2013 03:47 |
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That game definitely looks cool, hope they make their stretch goal to add "roguelike mode".
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# ¿ Dec 2, 2013 05:51 |
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madjackmcmad posted:A game about exploring the ruins of a Mesopotamian bakery-temple, with procedurally generated leavening techniques and grain based religions.
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# ¿ Dec 2, 2013 20:46 |
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Desert bus. It has permadeath!
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# ¿ Dec 2, 2013 23:02 |
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AnonSpore posted:Life sucks, it takes way too much work to level up perks and the currency system is such a grind. Also one game takes way too long. I picked up some LSD and became disinterested in my character, and even the notion of having a character in the first place. I've been drifting since.
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# ¿ Dec 2, 2013 23:13 |
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EDIT: Wow I responded in the wrong thread. Stupid SALR giving me rope to hang myself with.
Jeffrey of YOSPOS fucked around with this message at 16:13 on Dec 3, 2013 |
# ¿ Dec 3, 2013 04:15 |
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Crawl's ui isn't THAT different from nethack's, save for autoexplore. It's funny that after all these years there are still separate buttons for "[r]ead" vs "[q]uaff" and [W]ear vs [P]ut on. I mean I'm talking about ascii mode here, but that's the best mode anyway. I certainly wouldn't want things to go in the dungeons of dredmor direction.
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# ¿ Dec 12, 2013 19:53 |
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Higsian posted:Don't forget nethack also makes you take off your cape before you can put on/take off armour, and your armour before your shirt. It's super maddening sometimes. Hey nethack, see if my cape is cursed and if not please just cut me a loving break. Yeah that is true, I'm sure I've forgotten a lot of "nice-to-haves" over the years. Remember to take off your cape and armour to put on your tee-shirt. I could imagine it going the other direction too, "You can't possibly eat that slice of pizza with that helmet on".
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# ¿ Dec 12, 2013 20:06 |
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TooMuchAbstraction posted:What specifically do you find problematic about Dungeons of Dredmor? I mean, it's a drastically simplified roguelike, yes; is that all you object to? Simplification? I found myself really annoyed by the animations that played every time you used an ability. I think you could turn them up but they were still slow, and variable length so you couldn't even predict them. That was my largest UI grudge. I prefer ascii to tiles but I can accept that as my own weird grognard-y quirk. I certainly wasn't opposed to the streamlining of abilities, that's all fine, and ToME4 does it nicely. (I also played it early and without those 400 expansions as well, maybe they made it better.)
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# ¿ Dec 12, 2013 20:10 |
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Corridor posted:It must be nice to be able to play ASCII. My brain absolutely needs visual representations to process most stuff It's weird, I'm the exact opposite. I see a brown g, that's a goblin, case closed. I see some fiddly drawing and I dunno if its a goblin or a kobold or a gnoll and you could swap them and I probably wouldn't notice. I assumed it was because I have tons of practice in immediately recognizing letters that I don't have for drawings of humanoid monsters, but who knows. I'm jealous of tiles users being able to see enemy equipment at a glance though, too often I forget to do that and take unnecessary risks by not doing so. EDIT: If I ever make a roguelike with a tiles option, all my tiles would be anthropomorphic letters with arms and legs and teeth, like the crawl orb guardians.
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# ¿ Dec 12, 2013 20:37 |
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Tollymain posted:I don't mind having those different keys though. It allows me to look at what options I have in each class of item a lot more effectively than one massive [U]se list. It's not a big problem to me and I could go either way on it, it's been normal for me for many years. I just imagine it is pretty obtuse to have to remember what is a scroll vs what is a potion for a new player, and having to use different keys makes it worse. The fact that reading scrolls is overloaded with reading books seems kind of strange too, as if they are grouped by what body part uses them and not what sort of effect they do.
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# ¿ Dec 12, 2013 20:50 |
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EvilMike posted:Crawl has a lot of keys available, but it can be boiled down to movement, a couple abilities (spellcasting etc), and the inventory button. There are tons of keys for interacting with items, but you can basically do everything through the inventory menu on 'i', it's just slower. Basically 90% of the interface in Crawl is there for lazy people. Can't really say that about roguelikes from the 90's and earlier. You are right that Crawl has more coherent ui that is discoverable from the inventory menu, I hadn't really thought of it that way. It's probably because I tried out nethack buttons that I learned them before learning about the options from the inventory menu. Most players really use the mouse? I mean I believe you, that's just insane to me. I get annoyed at moving my hands in numpad-only games, I can't fathom switching to the mouse. Vim keys are seared into my brain at this point so maybe I just don't remember the learning curve there. Do people primarily use the mouse for inventory and long-distance movement? I wonder if it is worth submitting a patch for terminal mouse support in ascii mode... Also yeah, you can play ToME for free, it is open source and stuff. There's just always been a donate option, and that's what's on steam. When I last checked you get new classes earlier and a slot to pass items between characters(!!) when you donate. Jeffrey of YOSPOS fucked around with this message at 16:04 on Dec 13, 2013 |
# ¿ Dec 13, 2013 16:00 |
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# ¿ May 10, 2024 22:26 |
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Klaus Kinski posted:iirc you can use the minimap with the mouse on webtiles, which is great and pretty much the only place where I feel it's more efficient than keyboard only. Yeah I use a huge terminal that shows the whole map at all times so I don't miss this, I'm a badplayer. I didn't buy a 2560x1600 monitor to play at 80x25 okay!
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# ¿ Dec 13, 2013 16:26 |