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If you have enough worshippers it should make sense to just buy a bunch of cheap guns or heads and just burn them when you need health.
Tombot fucked around with this message at 19:14 on Jul 4, 2017 |
# ? Jul 3, 2017 19:35 |
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# ? May 2, 2024 08:55 |
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You were musing in the second part about the small bits of health you regen - I'm 99% sure the orange floaty stuff that gets left behind by enemies and absorbed by our skeletal friend is what's doing that. It's subtle, but it looks like that's what's giving you those little bits of healing. I would say you could keep that in mind and just shoot guys to regain health, but the amount of health it gives you doesn't really seem to be worth it.
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# ? Jul 3, 2017 23:26 |
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Updates: Nongunz (4/4)
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# ? Jul 4, 2017 18:08 |
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I'm not sure what to make of that.
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# ? Jul 4, 2017 19:54 |
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In retrospect, should have seen that ending coming. I didn't.
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# ? Jul 4, 2017 21:33 |
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The quote on the gun leveling area is a tipoff. Dulce bellum inexpertis is the title of a famous anti-war essay by Erasmus and the reason I dropped Medieval and Renaissance Latin for Roman Art in college because fuuuuuuuck theological Latin and translates to "war is sweet for those who have not experienced it."
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# ? Jul 4, 2017 22:11 |
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Yeah, that was hosed up. I'm kind of sad we didn't get to see a giant skull outside the window, but alas, it was not to be.
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# ? Jul 5, 2017 06:24 |
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What a stupid twist.
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# ? Jul 5, 2017 09:11 |
I'm not really sure how else that could have ended and still fit the aesthetic.
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# ? Jul 5, 2017 10:12 |
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UPDATE The Swindle: Days 21 - 22 The remote detonator is pretty good guys. IT'S loving GOOD
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# ? Jul 5, 2017 15:00 |
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Party Bug posted:The remote detonator is pretty good guys. ...admits the man who used it maybe twice out of five or six times it would have cleaned house. Also, now that you've upgraded steampurge you can and should use it like a Chicago voter, frequently and often. Also just FYI: Pbug is really good at this game and your first-time Swindling experience will look nothing like his. You're going to plant lots of bugs and die to lots of robots. Because he's kept Henry Beresford alive for so long, he's now earning 4X the loot that you will. Hence why he's blitzing through the Casino and Bank levels.
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# ? Jul 5, 2017 19:11 |
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Been enjoying watching some of these, got me to buy neurovoider while it was on sale and I'm quite happy with it. something about the music and just exploding a ton of robots with it pumping in the background just feels great. For a recommendation I highly recommend sublevel zero, a decent styled 6DOF shooter with roguelike elements (of course). It's got good music, plays quite well, and the worst things i can really say about it is that its still in early access and has crafting, though i actually feel like it works okay.
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# ? Jul 5, 2017 21:40 |
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Man, that guy is hauling in ridiculous bank. What would you lose if he died? Just the multiplier, all the upgrades, everything?
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# ? Jul 6, 2017 01:14 |
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Glazius posted:Man, that guy is hauling in ridiculous bank. What would you lose if he died? Just the multiplier, all the upgrades, everything? Just the multiplier, but at this point, his Haul on the last heist was 168,034, with +118,749 from Aptitude... ...which then multiplied by 3.8 to 1.09mil. So yeah, without that multiplier it would have been more like 9+ runs on the Banks instead of 2. Also, seconding the "Not used nearly as often as it could have been". Generally speaking when I find a generator or mine, my first thought is "Will blowing up this mine destroy a computer?" If so I leave it alone, at least until after the computer is hacked. If not, my second is "Can I kill an enemy with this mine/generator?" If so I wait for that opportunity, if not I blow it up so I can't accidentally set it off later. It saves me so much trouble dealing with both enemies and explosives. Also spikes, because detonating a generator's EMP makes spikes in pits [in the area affected] fall down and become harmless, and blowing them up with a nearby mine also destroys them. Nekomimi-Maiden fucked around with this message at 07:03 on Jul 6, 2017 |
# ? Jul 6, 2017 06:54 |
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UPDATE The Swindle: Day 23 This is it, the final Swindle! But what's going to happen to this thread!?!? it will soon undergo an amazing transformation into the Roguelite Thread. I've still got an absurdly long list of games to get through and I'm not bored of these things yet, so why not keep this train rolling. There's also another game I found that I'd like to spotlight, but I haven't decided if I want to do that in this thread or start a new one. We'll find out soon enough! I'm also going to add in some thread participation elements after the next update, but we'll get to that later.
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# ? Jul 12, 2017 15:33 |
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Sunless Sea. I'd love to see that showcased.
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# ? Jul 12, 2017 15:49 |
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Party Bug posted:Updates: Nongunz (4/4) I didn't watch most of the Nongunz playthrough because the game was uninteresting, but I skipped ahead to the final boss for this one after reactions in the thread. I always love when a game ends with a preachy art-house twist, and I'm not sure why. I think it's the difference between enjoying a comedy movie and a poorly made movie. Both make you laugh, but the latter wasn't intentional, it was actually somebody's genuine effort to create something they think will be meaningful and impactful. And then I get to sit back and laugh at them anyway. Self-righteous cunts.
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# ? Jul 12, 2017 17:32 |
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Party Bug posted:UPDATE Did they tone down the last bit? I remember the first time I played having to play the level several times because the fuckers would spawn on me immediately. It was a frustrating end to an enjoyable experience.
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# ? Jul 12, 2017 20:50 |
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As far as I can recall from the first time I beat the game like a year ago nothing has really changed since then. As far as I know final level is actually a good deal easier than the previous two.
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# ? Jul 12, 2017 22:53 |
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I remember from an earlier playthrough in a different video series that you got pretty much attacked by three flying things with the alarm going off as soon as you picked up the basilisk, this is rather tame by comparison. Its also rather amazing you made it through the whole game with nobody dying, but thats also what you need to do to finish the game so quickly.
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# ? Jul 13, 2017 11:59 |
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Could you possibly make a short video showing the consquences when a theif dies? Unless it is just the most boring thing ever, I'm curious to see how the dying and switching to a new thief plays out.
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# ? Jul 13, 2017 12:23 |
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Tombot posted:I remember from an earlier playthrough in a different video series that you got pretty much attacked by three flying things with the alarm going off as soon as you picked up the basilisk, this is rather tame by comparison. Yeah, that was my experience IIRC. Regarding not dying, the game is completely fair. If you die, it's your own drat fault for being too greedy, too careless or too clumsy,. And at the same time it goads you into taking risk AND rewards you for punching above your weight and succeeding. It's like Spelunky in that regard.
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# ? Jul 13, 2017 13:06 |
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Here's a video me dying: Death.avi On further thought I think the reason that the UFO cops didn't immediately spawn when I grabbed the Devils Basilisk is because one of the upgrades I bought makes cops slower to show up once the alarm has been sounded. I didn't consider it before because I never actually buy that upgrade, but I'm pretty sure that's where the discrepancy comes from.
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# ? Jul 13, 2017 14:10 |
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Thanks for showing it off. Looks like you can get some pretty spiffy looking miscreants, I get the feeling if I ended up with someone I liked the look of dying would be even more awful.
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# ? Jul 13, 2017 16:18 |
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WELCOME TO THE ROUGELITE THREAD YOU ANIMALS Here's an update: Out There Ω Now it's time to change things up a bit. Using NEXT LEVEL PROCDEDURAL GENERATION TECHNOLOGY I have have generated three games that you can vote between to determine the next update. They are: Catacomb Kids A brutal platformer roguelike that pits you against the deadly Catacombs aided only by magic, steel, and your quick reflexes. Traverse procedurally generated dungeons and hack, slash, burn, and blast your way through hordes of things that want to kill you. Cryptark A 2D sci-fi shooter where you take on the role of a heavily armed privateer seeking to earn government contracts by boarding deadly alien space-hulks. It's up to you to strategize a plan of attack, pick an equipment loadout, and destroy the central core to be victorious. Spelunky it's fuckin spelunky god drat Post your vote for the next game, should you desire. Voting closes on Sunday at midnight MST.
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# ? Jul 15, 2017 14:40 |
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Spelunky is fun if too hard for me - but I'm already familiar with it. Catacomb Kids sounds interesting so I vote for that one.
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# ? Jul 15, 2017 15:14 |
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Go for Cryptark. Let's see if you can resist the temptation of making things ridiculously hard for yourself better than I do.
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# ? Jul 15, 2017 15:31 |
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Catacomb Kids
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# ? Jul 15, 2017 17:09 |
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Cryptark sounds the most interesting to me.
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# ? Jul 15, 2017 18:05 |
Y'know, I was looking at that wheel and... Galak-Z? What the hell is roguelite about that? It's a 2D platformer/shmup that doesn't allow you to save mid-level, but that's it. edit: Anyhow, I'll vote for Catacomb Kids since I never heard of that.
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# ? Jul 15, 2017 18:09 |
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Man, I like both of those first two! I'm gonna have to vote for Cryptarch, but I hope Catacomb Kids comes up again.
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# ? Jul 15, 2017 19:48 |
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Cryptark sounds like a nice jaunt.
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# ? Jul 15, 2017 21:07 |
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Cryptark.
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# ? Jul 15, 2017 21:27 |
Catacomb Kids.
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# ? Jul 15, 2017 21:31 |
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Cryptark, fun and profit through murder and salvage.
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# ? Jul 15, 2017 23:41 |
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I've heard the name Cryptark a lot but never actually seen a drat thing about it. Please fix that.
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# ? Jul 16, 2017 01:50 |
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Cryptark, I am the worst at it and want to see someone good play it.
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# ? Jul 16, 2017 02:09 |
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Man, finally caught up on this thread and... what the hell was up with Nongunz? The closest thing to a narrative I could pull out of that is the guy in the room reliving some sort of war trauma through the game (since most of the enemies are based on gore) and it eventually catches up to him, but that doesn't really gel well with the aesthetic (that looks to me like it was pulled directly from the back of a biker's jacket) and the decoration of the maps didn't seem to tie up to anything. Why did the bosses have numbers? What is the significance of 3-17-6-12? Maybe there's deeper layers to it, but it doesn't seem to invite much deeper analysis because the basic surface of the gameplay just doesn't seem that good. Most notably, it's grindy. I don't think it's come up yet in the thread, but roguelites tend to actively prevent you from grinding. Most games in the genre have some mechanic to force you to keep pressing forward and not just hang around in the easy levels racking up resources. In classic roguelikes, it's hunger - you have to keep pressing on to find food, or you starve. Another common one is a deadline, such as the Swindle giving you 100 days to win. Others still put a timer in each level, where if you're hanging around too long something bad happens, or they have something pursuing you the entire time that you can generally keep away from, but only if you don't hang about. Any of these mean you can't grind in a good roguelite. Meanwhile, in Nongunz, you're pretty much required to do some practice runs to build up resources in the easy areas before making a serious push for the bosses. Worse still, to unlock the final boss, you need to grind out the regular dungeon dozens of times to rack up the points - or just get some worshippers and leave the game running for days as you did. It's totally against one of the core appeals of the genre, that constant drive to push forward or perish. I actually feel like it might be a better game without the window mechanic - you just have to press forward with what you have and you can't do resource-gathering runs before the big push, so you're not required to. The death penalty in the game is harsh but only in the context of having resources to keep between runs; most run-a-gauntlet style roguelites don't let you keep anything between runs other than a few unlocks to change your start conditions, so when you lose all your stuff on death it doesn't sting so much because you didn't expect to hold on to it anyway.
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# ? Jul 16, 2017 14:30 |
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I'm going to go with Cryptark because space privateering has long been my favorite pastime.
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# ? Jul 16, 2017 16:12 |
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# ? May 2, 2024 08:55 |
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Tenebrais posted:Man, finally caught up on this thread and... what the hell was up with Nongunz? The closest thing to a narrative I could pull out of that is the guy in the room reliving some sort of war trauma through the game (since most of the enemies are based on gore) and it eventually catches up to him, but that doesn't really gel well with the aesthetic (that looks to me like it was pulled directly from the back of a biker's jacket) and the decoration of the maps didn't seem to tie up to anything. Why did the bosses have numbers? What is the significance of 3-17-6-12? Judging from the fact that they're in Roman numerals, they probably refer to Major Arcana. They're pretty popular for sub-surface plot and world building these days.
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# ? Jul 16, 2017 18:24 |