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Procedural generation is capable of supporting a lot more weight than it could back in the Mysterious Dungeon days. And that's great! It's neat to see somebody come out with Procedural Mark of the Ninja or Procedural Mascot Platformer.
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# ¿ May 27, 2017 01:52 |
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# ¿ May 22, 2024 08:34 |
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So they expect you to have bombs and lockpick in this district. Do they expect you to have other powers too?
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# ¿ Jun 2, 2017 05:08 |
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So now another question - can you get to everything in a district 1 building with 3 bombs, or is RNG going to flip you off sometimes?
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# ¿ Jun 8, 2017 12:08 |
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Necropolis seems a little clunky for how whimsical it's trying to be.
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# ¿ Jun 10, 2017 21:18 |
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I like how there's a failure state (detection) that doesn't kill you.
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# ¿ Jun 15, 2017 14:56 |
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Yeah, that's a pretty interesting quickplay arena-shooter roguelike. I imagine there are bound to be some recurring irritations in the enemy or weapon pool we just didn't see. Dash guy actually doesn't seem as good as he might be, considering how dense that bullet curtain got.
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# ¿ Jun 18, 2017 06:09 |
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It seems like it's hard doings to recover from even one death in Slayer Shock, at least if it was somewhere threat was a problem.
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# ¿ Jun 25, 2017 20:21 |
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It seems weird that buildings without security stations are more secure, since you can't disarm their poo poo remotely.
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# ¿ Jun 29, 2017 14:03 |
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Nongunz has some pretty interesting mechanics - the consumable stat buffs, the chargeable weapon wall, but it seems like losing is just really irritating. And do weapons have a total usable lifetime, or do they recharge when you take them out of the dungeon? ...that menu screen, though. That's way more of an elaborate ruse than I expect out of a roguelike.
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# ¿ Jul 3, 2017 01:17 |
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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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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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Let me put in a doomed vote for Sky Rogue as well.
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# ¿ Jul 23, 2017 12:13 |
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Running out of ammo taking down every system is a real concern, isn't it? Are there ammo pods in campaign mode?
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# ¿ Jul 25, 2017 08:44 |
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Not the Robots could use some kind of visible cone of vision, I think. I'm all for REIS.
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# ¿ Jul 30, 2017 14:03 |
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Man, somehow that was ever more chaotic and counterproductive than I thought it would be.
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# ¿ Aug 8, 2017 05:47 |
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I'm all for Caveblazers. I like the resource system they've got going on here, too. So many things to collect and spend.
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# ¿ Aug 13, 2017 20:53 |
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Dang. What kind of supply expansions can you get? It seems like the desert would really need them, beyond the +4 you got already.
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# ¿ Aug 15, 2017 04:45 |
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I really like the social combat system in REIS. I would completely play it as just a conventional RPG -- is there a mode for that?
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# ¿ Aug 17, 2017 02:24 |
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Go for Has-Been Heroes. I appreciate seeing all the roguelites you can show. Sometimes when you're playing a good one you forget how hard it is to get right.
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# ¿ Aug 20, 2017 21:41 |
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Yeah, that's a pretty good run. How many tools can you usually get going during a game, anyhow? Those are report benefits, I imagine?
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# ¿ Aug 23, 2017 12:32 |
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Oh, that's an interesting approach. I like the way they limit backtracking here.
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# ¿ Aug 27, 2017 13:13 |
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Okhlos sounds interesting. But that was... yeah. Exactly as advertised. Do the different flavors of floor you drop through affect anything other than the color palette? Like, are there actual different hazards in them and stuff?
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# ¿ Sep 3, 2017 03:55 |
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Wow, that was pretty close. I think what halved your mob size was a single area attack from Hades that you didn't block. It's hard to keep an eye on that gravediggin' shovel. My vote is, again, to blaze some caves. Maybe you could blaze some stars later? I don't think that one's too roguelike, though, it's more kind of etrian-y?
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# ¿ Sep 17, 2017 01:48 |
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Gloom looks pretty good, yeah. Caveblazers seems like it gives you a pretty tiny guy for as much melee as it expects out of you.
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# ¿ Sep 30, 2017 21:38 |
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I am genuinely split here, but I would most like to see your perspective on Receiver. Gloom is super-reminiscent of Bloodborne with a little Risk of Rain in it, but honestly I think it's a good thing that enough people are making roguelites that we can put the ones that get made into bins like that. Glazius fucked around with this message at 03:49 on Oct 8, 2017 |
# ¿ Oct 8, 2017 03:46 |
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Unexplored seems promising. Our own 7c Nickel did a full run of Receiver a while back and I wanted to hear what you thought about it. Guess I know now! Galaxy-brained gun operation seemed like an interesting analogue to the kind of galaxy-brained stat and strategy optimization you'd need to get through other roguelikes.
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# ¿ Oct 21, 2017 23:39 |
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Asura seems like an interesting twist. Let's see how it goes. Where does game-to-game progression come in in Noir Syndrome? Can you stock up lockpicks over multiple runs?
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# ¿ Oct 29, 2017 04:45 |
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Well, the idea's interesting, I'll give it that. Shame there's not like an automap or something.
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# ¿ Nov 4, 2017 23:20 |
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Overfall sounds really neat, let's see how that goes. Maybe it's the "fall" but it reminds me of Fallen London/Sunless Sea?
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# ¿ Nov 17, 2017 05:26 |
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I really can't ignore a title like Captain Forever. Thanks for giving Overfall the ol' college try. It doesn't sound fun to realize you've been miserable and haven't even gotten anything out of it.
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# ¿ Dec 10, 2017 03:49 |
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Sunless Sea can get awfully poetic at times, can't it?
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# ¿ Dec 17, 2017 21:10 |
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Man, what is with all these indie games and turning you into the next last boss? I mean, I suppose that's an easy way to get replayability.
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# ¿ Dec 27, 2017 07:57 |
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I'm in favor of Legend of Dungeon. Moon Hunters seems like it's designed to play and replay quickly, so there's that in its favor. I can forgive simple mechanics if you're not supposed to spend a lot of time developing them.
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# ¿ Jan 21, 2018 17:22 |
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Ignatius M. Meen posted:Your ammo probably would have lasted longer if you'd noticed that every time you reload you throw the rest of the 40-odd bullets in the current magazine away. Of course even DOOM didn't have magazine tracking so it's more STRAFE's fault for not emphasizing that little feature. Yeah, it seems like tracking ammo in one-reload increments was a way to give you a preposterous amount of ammo without throwing up a big number on screen, but then you have to bother not only with reloads but with reload tracking, neither of which featured that heavily in your pixelated-era FPSes, to my recollection. Maybe if you had no reload animation but still had the ammo counter?
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# ¿ Feb 8, 2018 12:38 |
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Yeah, have fun with Heat Signature. It's sounded pretty promising.
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# ¿ Feb 12, 2018 03:25 |
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Tenebrais posted:If you were really feeling plucky, you could board the ship once to see the layout, see the target was next to the wall, get back in your pod, drift over next to the wall he's standing by, then get out of the pod and stab him from space. Although in this case a Swapper would be just as effective. Wow. That's some pretty quality thinking outside the box. Does the average ship just keep going in a straight line, so you can match heading and speed just like that?
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# ¿ Mar 6, 2018 03:30 |
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Ascendant has some really nice style to it.
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# ¿ Mar 25, 2018 17:40 |
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Yeah, pretty decent seasonal feature all told. Looking forward to the main event.
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# ¿ Apr 5, 2018 03:01 |
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Man, that armor damage was ridiculous. Your convoy was just kind of melting this entire game.
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# ¿ May 2, 2018 05:58 |
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# ¿ May 22, 2024 08:34 |
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Huh. Vintage Year seemed to go by way too quickly. Has it got extended modes to it, or is that all there is?
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# ¿ May 11, 2018 04:05 |