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ToxicFrog posted:That's almost certainly what happened, then. Some kind of visual indicator that there's an enemy above/below you on the stairs would be nice. It might just be the state of the numlock key, it's actually currently sensitive to whether or not it's currently pressed. (Which is a legacy CoQ issue I'd like to fix.) e: So it sounds like you've played a pretty decent amount and it sort of seems to work at a gross-anatomy level, with a bunch of dirty little corner cases bugs? Am I reading that right? Can anyone else say "Yeah I've played a decent amount and it more or less seems to work ok!"? Unormal fucked around with this message at 17:48 on Dec 16, 2014 |
# ? Dec 16, 2014 17:12 |
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# ? Apr 24, 2024 02:18 |
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Unormal posted:It might just be the state of the numlock key, it's actually currently sensitive to whether or not it's currently pressed. (Which is a legacy CoQ issue I'd like to fix.) That's mostly a fair assessment, I think, although I'm not sure going to Red Rock and dying a bunch of times counts as playing it "a decent amount". Some of the bugs are pretty annoying (keybindings, the screen getting stuck and requiring a complete game restart) or fatal (writing saves it can't subsequently load), but it's playable and nothing seems totally broken.
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# ? Dec 16, 2014 19:02 |
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ToxicFrog posted:That's mostly a fair assessment, I think, although I'm not sure going to Red Rock and dying a bunch of times counts as playing it "a decent amount". Yeah, bugs like that I'm totally prepared for as long as there's not really gross problems with gameplay/etc resulting from Unity, but it seems like there's not. Fixing bugs, I can do Going to redrock and dying a bunch is like 90% of the gameplay
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# ? Dec 16, 2014 19:04 |
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Is there even anything to do besides wander around like the aimless murderhobo you are once you get past Golgotha?
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# ? Dec 16, 2014 19:06 |
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dis astranagant posted:Is there even anything to do besides wander around like the aimless murderhobo you are once you get past Golgotha? Yeah, there's at least one major dungeon sequence remaining after that (B. Susa), and a bunch of little stuff.
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# ? Dec 16, 2014 19:09 |
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Tollymain posted:Ran into a demo for an interesting little roguelite named Bear Hero It's good that the controls are easily changable because ever since NES, jump should be to the right of attack. <> Also the "class creation" at the start is clever and reminds me a bit of the Pokemon Mystery Dungeon quizzes.
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# ? Dec 16, 2014 19:32 |
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This gif sold me.
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# ? Dec 16, 2014 20:25 |
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I am really bad at this bear game.
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# ? Dec 16, 2014 23:23 |
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Poison Mushroom posted:I am really bad at this bear game.
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# ? Dec 16, 2014 23:32 |
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Hopefully it comes with a paws button in case you need to take a poo poo or something
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# ? Dec 17, 2014 00:18 |
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Bouchacha posted:Hopefully it comes with a paws button in case you need to take a poo poo or something Only if you're playing in the woods, otherwise the results are...grizzly.
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# ? Dec 17, 2014 00:50 |
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this bear game is adorable
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# ? Dec 17, 2014 01:37 |
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i've been playing persona lately. no more bear puns. please
icantfindaname fucked around with this message at 05:48 on Dec 17, 2014 |
# ? Dec 17, 2014 02:01 |
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I love the style of this bear game but I just can't get into how everything does contact damage to you and is immune to enemy projectiles and traps. I can get to depth 3 if I'm lucky but every time I just get bumped by a knight and take damage I want to pull my hair out. Even the other enemy bears do contact damage.
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# ? Dec 17, 2014 02:42 |
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Man Bear Hero is really good. Little short though, looks like the third level is the last level?
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# ? Dec 17, 2014 03:31 |
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Now ascend demigod.
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# ? Dec 17, 2014 03:52 |
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Unormal, are you interested in general UI improvement suggestions/feature-requesty stuff, or just outright bugs for now?
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# ? Dec 17, 2014 05:47 |
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ToxicFrog posted:Unormal, are you interested in general UI improvement suggestions/feature-requesty stuff, or just outright bugs for now? Whatever is fine; though our existing backlog for CoQ is basically already infinite. Can't hurt, though!
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# ? Dec 17, 2014 05:49 |
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Is it at all feasible to keep a pair of chainpistols fed?
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# ? Dec 17, 2014 06:26 |
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Okay, maybe I'm just really poo poo at it, but I tried Bear Hero and it was just awful. The controls felt clunky and I always felt like there was a delay between me pressing a button and the action actually being performed. I tried playing it several times, and I always end up dead because something always manages to hit me before I hit it, at which point I can't attack and I just get hit again and die.
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# ? Dec 17, 2014 15:07 |
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brother-joseph posted:This looks very interesting. Has anyone played this or Zafehouse Diaries? I had never heard of either one today which makes me too nervous to impulse buy either one. Probably a bit late with this reply, but Deadnauts is very interesting. You can either take a random team or make your own. A campaign consists of clearing 4 ships - as long as one dude survives and gets out you'll be able to clone some of the rest. So far the best I've managed is clearing one ship, then got cocky on the next one and had a TPK due to an unstable room. It's real time and you're watching and directing the action through a industrial looking control panel, which often has a flaky data feed due to the interferance from the security of the ship you're trying to pillage.
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# ? Dec 17, 2014 15:26 |
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Recent happenings in the at least semi-commercial Roguelike world: -KeeperRL hits a nicely meaty Alpha #12, seemingly putting it within spitting distance of Beta Status! http://keeperrl.com/ -Vagante hits Early Access as part of that surge of projects influenced by Spelunky but aiming to go deeper/differently: http://store.steampowered.com//app/323220?beta=0 -Somehow, Shrapnel Games....yes, that same one that any Dominions player will be perhaps cringingly familiar with, ended up becoming the publisher for the Kickstarted space-themed Roguelike Approaching Infinity---Shrapnel's Premium Price and other less than palatable traditional ways still fully intact: http://www.shrapnelgames.com/Ibology/AI/AI_page.html I really have to wonder how that whole thing went down...hopefully the dev can at least eventually get on elsewhere like Illwinter did as the world has largely moved beyond the likes of Shrapnel and Matrix.
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# ? Dec 17, 2014 15:30 |
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Chinook posted:Apparently there is a fork called "Shattered Pixel Dungeon" which is free and has more detailed descriptions and tooltips. It's supposed to be a better overall project. Harder too, IMO.
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# ? Dec 17, 2014 15:32 |
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Angrymog posted:Probably a bit late with this reply, but Deadnauts is very interesting. You can either take a random team or make your own. A campaign consists of clearing 4 ships - as long as one dude survives and gets out you'll be able to clone some of the rest. So far the best I've managed is clearing one ship, then got cocky on the next one and had a TPK due to an unstable room. I'm going to be honest - I tried the demo and couldn't figure out how to do anything. I started in a room with two icons - one that said Investigate and then one Unlock in front of a door. After about a minute I gave up since I couldn't get how the hell I was supposed to have my team interact with those. Am I a gigantic idiot or is this not very intuitive?
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# ? Dec 17, 2014 16:04 |
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brother-joseph posted:I'm going to be honest - I tried the demo and couldn't figure out how to do anything. I started in a room with two icons - one that said Investigate and then one Unlock in front of a door. After about a minute I gave up since I couldn't get how the hell I was supposed to have my team interact with those. Am I a gigantic idiot or is this not very intuitive? You right click to move your guys, left click to interact with stuff, however it can be a bit fiddly, and due to interferance or just being a jerk, your guys don't always listen Worth reading the manual to find out how to use shields etc.
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# ? Dec 17, 2014 16:12 |
brother-joseph posted:I'm going to be honest - I tried the demo and couldn't figure out how to do anything. I started in a room with two icons - one that said Investigate and then one Unlock in front of a door. After about a minute I gave up since I couldn't get how the hell I was supposed to have my team interact with those. Am I a gigantic idiot or is this not very intuitive? Do you mean the technical demo? Because I don't see any demos on Steam, and btw they removed the links to the tech demo for being way out of date so that may also be your problem.
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# ? Dec 17, 2014 16:16 |
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One who is Rad posted:I love the style of this bear game but I just can't get into how everything does contact damage to you and is immune to enemy projectiles and traps. I can get to depth 3 if I'm lucky but every time I just get bumped by a knight and take damage I want to pull my hair out. Even the other enemy bears do contact damage. if you duck as you run past an enemy you can slide through them (and then get a sweet backstab)
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# ? Dec 17, 2014 16:19 |
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Ignatius M. Meen posted:Do you mean the technical demo? Because I don't see any demos on Steam, and btw they removed the links to the tech demo for being way out of date so that may also be your problem. I would swear I tried left clicking a million times but I still wouldn't rule out user error or the demo being bugged. I got it from the "try the demo" Windows link - http://deadnaut.com/
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# ? Dec 17, 2014 17:20 |
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ExiledTinkerer posted:Kickstarted space-themed Roguelike Approaching Infinity---Shrapnel's Premium Price and other less than palatable traditional ways still fully intact: WTF! Approaching Infinity is super cool, the dev and I went back and forth often while working on our games, but holy crap 40 bucks? It's such a good game and it's going to reach next to no one at that price.
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# ? Dec 17, 2014 18:04 |
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Jenx posted:I always felt like there was a delay between me pressing a button and the action actually being performed. I'm in love with how it handles personally because you have several fast movement options which take skill to use, but are quite powerful once you figure them out, and Megaman Zero permanently damaged my brain as a child.
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# ? Dec 17, 2014 18:08 |
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madjackmcmad posted:WTF! Approaching Infinity is super cool, the dev and I went back and forth often while working on our games, but holy crap 40 bucks? It's such a good game and it's going to reach next to no one at that price. I like when devs stick to their guns on price (Shovel Knight), but uh..... that kind of depends on having a reasonable price in the first place. And even then isn't an option without a ton of up front publicity. This is nuts. Very strange decision.
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# ? Dec 17, 2014 18:08 |
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I didn't even realize Shrapnel Games still existed. Their website is just as 90s as I remember it. Also, $40, no Linux version, and physical distribution only?
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# ? Dec 17, 2014 18:11 |
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Amazing how they're still in business.
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# ? Dec 17, 2014 18:15 |
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Is it going to come with an excessively long spiral bound manual that's wrong about most everything?
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# ? Dec 17, 2014 18:18 |
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madjackmcmad posted:WTF! Approaching Infinity is super cool, the dev and I went back and forth often while working on our games, but holy crap 40 bucks? It's such a good game and it's going to reach next to no one at that price.
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# ? Dec 17, 2014 18:31 |
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maybe they really want people to not play their game idk
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# ? Dec 17, 2014 18:35 |
ExiledTinkerer posted:-Somehow, Shrapnel Games....yes, that same one that any Dominions player will be perhaps cringingly familiar with, ended up becoming the publisher for the Kickstarted space-themed Roguelike Approaching Infinity---Shrapnel's Premium Price and other less than palatable traditional ways still fully intact: This bums me out because the demo is really neat. I really don't see myself spending $40 on it though. poo poo, I just paid $40 for CK2 and almost every piece of its DLC. They did the same thing with Bronze which is a neat tile based board game that no one played (because it's $40).
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# ? Dec 17, 2014 18:37 |
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lol welp
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# ? Dec 17, 2014 18:42 |
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Bob, I am disappoint. Well I certainly wish him the best, I know he busted his rear end making that game, hopefully it works out for him.
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# ? Dec 17, 2014 18:49 |
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# ? Apr 24, 2024 02:18 |
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I'm always so baffled by the folks that think "A higher price means we'll get more revenue derp derp" This should be required reading for every developer nowadays: http://jeff-vogel.blogspot.com/2011/10/why-all-our-games-are-now-cheaper.html edit: It was $10 through the kickstarter... Bouchacha fucked around with this message at 18:53 on Dec 17, 2014 |
# ? Dec 17, 2014 18:49 |