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Even on very easy, Dungeon of the Endless isn't exactly easy... It took me nine tries before I beat it. My ending combo was Sara/Elise/Mizi/Joleri. It gets real stingy with how much dust it gives you on the last few floors...
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# ? Dec 28, 2014 06:15 |
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# ? Mar 29, 2024 12:27 |
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Yessh
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# ? Dec 28, 2014 11:34 |
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Eonwe posted:need to play CoQ with tiles
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# ? Dec 28, 2014 17:07 |
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I played one round of Dungeonmans and died ignominiously to some kinda scrobold boss in the first dungeon but I am already in love with this game. I am not sure what I was expecting from a game called 'Dungeonmans' but I was taken completely off guard by how gloriously silly it is. It seems unlikely that "stremf" or "real armor" will ever fail to make me chuckle a little. btw i died because i specced into bannermans for that one thing that makes the mans weak to getting arrowed, cast it on the boss, and then didn't have enough stamina left to jump away when he came to club my face in. oops.
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# ? Dec 28, 2014 17:50 |
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I finally read enough dungeonmans post to buy the game. Looking forward to the rest of the day
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# ? Dec 28, 2014 18:19 |
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Add me to the "finally caved and bought Dungeonmans" crowd.
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# ? Dec 28, 2014 19:30 |
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Yo unormal I have like 30 steambux let me buy CoQ on steam plz
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# ? Dec 28, 2014 22:04 |
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Turtlicious posted:Yo unormal I have like 30 steambux let me buy CoQ on steam plz
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# ? Dec 28, 2014 22:13 |
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My dungeonmans story: I was rocking with a two-handed fightermans, had wiped the first couple dungeons and was feeling pretty cocky. Then I visited a town and talked to an old weirdo who tried to sell me end-game weapons for tens of thousands of gold pieces (i had like 8), so I insulted him and he summoned a giant swarm of angry super-leveled bees that killed me so brutally on my next turn that the game crashed. Game owns. e - happily, since the game crashed, i was able to reload in the town. The bee man is gone though o_O Tax Inductions fucked around with this message at 22:45 on Dec 28, 2014 |
# ? Dec 28, 2014 22:16 |
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I started Sproggiwood today and was disappointed it was more of a Mystery Dungeon game than a classic roguelike. Is there a sort of roguelike/hardcore mode that gets unlocked if you beat it, and if not is something like that going to be added in the future?
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# ? Dec 28, 2014 22:18 |
Thug Lessons posted:I started Sproggiwood today and was disappointed it was more of a Mystery Dungeon game than a classic roguelike. Is there a sort of roguelike/hardcore mode that gets unlocked if you beat it, and if not is something like that going to be added in the future? Judging by earlier Unormal posts yes, there will be a Savage mode that will be quite a bit harder.
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# ? Dec 28, 2014 22:23 |
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Turtlicious posted:Yo unormal I have like 30 steambux let me buy CoQ on steam plz I'll never play it but I'll throw you steambux for all the hilarious stories I've read about it. fe: Until it has Good Tiles.
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# ? Dec 28, 2014 23:18 |
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I've played like 5 minutes of CoQ but just thinking about it makes me want to draw tiles for it.
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# ? Dec 28, 2014 23:20 |
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megane posted:I've played like 5 minutes of CoQ but just thinking about it makes me want to draw tiles for it. You should start doing that now, and post the results in this thread. Arts.
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# ? Dec 28, 2014 23:22 |
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Klaus Kinski posted:I'll never play it but I'll throw you steambux for all the hilarious stories I've read about it. Oh sure, sure, now it doesn't just need Tiles it needs Good Tiles! As far as Sproggiwood, we're working on Savage mode, which really ramps up the tactical challenge (with across the board behavioral changes and population differences, not just HP/Damage++). However, we've got another idea which was closer to the request, which is a continuous-play/infinite-dungeon mode based on the final-boss which will fill the more "traditional from scratch play each time" niche. However, that won't show up till after Savage mode ships. If anyone wants to help make awesome 16x24 two-color tiles for Caves of Qud (we're basing it on http://oryxdesignlab.com/product-sprites/ultimate-roguelike-tileset, but adding white detail color pixels as well), we would be fantastically happy to contract your work into the game for cash money if we like it. Unormal fucked around with this message at 23:28 on Dec 28, 2014 |
# ? Dec 28, 2014 23:23 |
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Will you be allowing custom/usermade sprites?
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# ? Dec 29, 2014 00:11 |
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Desideratus posted:Will you be allowing custom/usermade sprites? Yeah.
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# ? Dec 29, 2014 00:14 |
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Unormal posted:Oh sure, sure, now it doesn't just need Tiles it needs Good Tiles! An immutable law of customer interactions, which is also why there will never be auto explore or click to move in Dungeonmans. It's never enough. I'd end up with reviews like "I can't believe the auto-pathing 'algorithim' prioritized picking up the two handed hammer before the two handed sword when my play history has shown a clear preference for edged weapons. 1/10 No-Buy, here's a link to the torrent."
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# ? Dec 29, 2014 00:38 |
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A continuous dungeon would be nice, but even the campaign could work with a single life, especially if combined with consolidated item types.
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# ? Dec 29, 2014 00:55 |
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Thug Lessons posted:A continuous dungeon would be nice, but even the campaign could work with a single life, especially if combined with consolidated item types. I'd kind of rather do a purpose built single-dungeon crawl if we were doing that. We could just descend through the campaign dungeons, but I'd want to make it more traditionally roguelike. Add some more procedural item and monster variety, maybe you find mushroom shopkeepers/etc. Not promising anything here, but it's what I'd imagined. Sproggi's accidently opened magical portal of doom. Maybe once we get CoQ/Savage & Mobile Sproggi out of the door we can do some prototypes. Unormal fucked around with this message at 01:02 on Dec 29, 2014 |
# ? Dec 29, 2014 00:58 |
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madjackmcmad posted:An immutable law of customer interactions, which is also why there will never be auto explore or click to move in Dungeonmans. It's never enough. I'd end up with reviews like "I can't believe the auto-pathing 'algorithim' prioritized picking up the two handed hammer before the two handed sword when my play history has shown a clear preference for edged weapons. 1/10 No-Buy, here's a link to the torrent." Auto-explore DLC? I'll throw you another $5 for it.
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# ? Dec 29, 2014 00:59 |
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Unormal posted:I'd kind of rather do a purpose built single-dungeon crawl if we were doing that. We could just descend through the campaign dungeons, but I'd want to make it more traditionally roguelike. Add some more procedural item and monster variety, maybe you find mushroom shopkeepers/etc. Not promising anything here, but it's what I'd imagined. Sproggi's accidently opened magical portal of doom. Maybe once we get CoQ/Savage & Mobile Sproggi out of the door we can do some prototypes. No, no, once you have those the next thing you work on is the CoQ/Sproggi crossover DLC.
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# ? Dec 29, 2014 01:14 |
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TooMuchAbstraction posted:No, no, once you have those the next thing you work on is the CoQ/Sproggi crossover DLC. Oh god, the sheep jumped through a portal and into a Golgotha vent. Sproggiwood 2: Sproggi gets (Eyeless King) Crabs
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# ? Dec 29, 2014 01:16 |
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God help me my Beguiled jelly buddy learned Pyrokinesis and Temporal Fugue from levelling up and now every fight it explodes into ten of itself and all of its clones immediately die in an inferno and explode into smaller time clones that make a bigger inferno they loving burned down Golgotha I can't get the waydroid what do I doooooo
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# ? Dec 29, 2014 01:46 |
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Are there any plans to port Sproggiwood (or Dungeonsmans) to iOS?
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# ? Dec 29, 2014 01:48 |
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TOOT BOOT posted:Are there any plans to port Sproggiwood (or Dungeonsmans) to iOS? Yeah, Sproggiwood is going to Android and iOS early next year. That's our current Sproggiwood tech-side project.
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# ? Dec 29, 2014 01:50 |
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Unormal posted:Yeah, Sproggiwood is going to Android and iOS early next year. That's our current Sproggiwood tech-side project. Do you have an intravenous coffee drip plugged into you at all times?
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# ? Dec 29, 2014 02:08 |
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Jack Trades posted:Do you have an intravenous coffee drip plugged into you at all times? Yes, yes I do. It's Keurig and Nespresso branded.
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# ? Dec 29, 2014 02:16 |
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madjackmcmad posted:An immutable law of customer interactions, which is also why there will never be auto explore or click to move in Dungeonmans. It's never enough. I'd end up with reviews like "I can't believe the auto-pathing 'algorithim' prioritized picking up the two handed hammer before the two handed sword when my play history has shown a clear preference for edged weapons. 1/10 No-Buy, here's a link to the torrent." The obvious solution to this is to make hammers edged weapons though
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# ? Dec 29, 2014 02:18 |
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madjackmcmad posted:An immutable law of customer interactions, which is also why there will never be auto explore or click to move in Dungeonmans. It's never enough. I'd end up with reviews like "I can't believe the auto-pathing 'algorithim' prioritized picking up the two handed hammer before the two handed sword when my play history has shown a clear preference for edged weapons. 1/10 No-Buy, here's a link to the torrent." Ah, I was wondering if there was an autoexplore button in dmans. Guess that answers that! Haha. At least there are 'go to nearest up/down staircase' keys.
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# ? Dec 29, 2014 02:24 |
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Speaking as someone who hasn't played with autoexplore (so clearly my opinion is valid ), I can't help but feel like a game where autoexplore is valuable and not self-sabotaging is one that doesn't have a sufficiently high rate of player decisions. Or, equivalently, an awfully empty map.
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# ? Dec 29, 2014 02:30 |
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TooMuchAbstraction posted:Speaking as someone who hasn't played with autoexplore (so clearly my opinion is valid ), I can't help but feel like a game where autoexplore is valuable and not self-sabotaging is one that doesn't have a sufficiently high rate of player decisions. Or, equivalently, an awfully empty map. Dungeon Crawl?
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# ? Dec 29, 2014 02:38 |
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I always wondered if Auto-explore would be good with "Do you want to pick up <item>?" and the ability to say "Don't show me poo poo weaker then X"
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# ? Dec 29, 2014 02:42 |
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Auto-explore has a more complicated relationship with maps than people think. It's entirely possible for terrain to be largely meaningless when there are no enemies in sight, but to become relevant once you're retreating through it or using abilities that interact with the environment.
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# ? Dec 29, 2014 02:46 |
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Every game I've played that included autoexplore, (DCSS, ToME4, Brogue, Caves of Qud), it worked fine. Never perfectly, and never as well as an experienced player would, but it well enough to be usable.
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# ? Dec 29, 2014 03:02 |
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Thug Lessons posted:Every game I've played that included autoexplore, (DCSS, ToME4, Brogue, Caves of Qud), it worked fine. Never perfectly, and never as well as an experienced player would, but it well enough to be usable. lol if you can't perfectly implement a solution to the traveling salesman problem to add autoexplore to your game
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# ? Dec 29, 2014 03:10 |
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gently caress me, I'm never gonna see Morgoth in Sil, much less try to steal a Sil from him. Got the Glaive of the Sirion (free Opportunist and Zone of Control), found loads of cool items, took out three uniques in a single fight without needing to heal...and then I round a corner into Duruin, who kills me in two hits (from 49 HP) because I wasn't smart enough to make a dwarf mask at the 100' forge . Is there any advice on how to survive in the middle floors (since that seems to be where most of my deaths are, with the exception of one guy who dove to 700' and died to an earthquake)?
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# ? Dec 29, 2014 03:46 |
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EAT THE EGGS RICOLA posted:lol if you can't perfectly implement a solution to the traveling salesman problem to add autoexplore to your game "Perfectly" here doesn't require solving TSP, it requires reading the player's mind. If you have a solution for that I'm all ears.
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# ? Dec 29, 2014 06:53 |
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Tuxedo Catfish posted:Auto-explore has a more complicated relationship with maps than people think. It's entirely possible for terrain to be largely meaningless when there are no enemies in sight, but to become relevant once you're retreating through it or using abilities that interact with the environment. Auto explore allows me to feel like I'm traversing a huge world (because I am), but not get bored if I need to backtrack through that world or if there are stretches without interesting encounters (which is totally fine if you have AE, absolutely poo poo if you don't).
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# ? Dec 29, 2014 07:21 |
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# ? Mar 29, 2024 12:27 |
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EAT THE EGGS RICOLA posted:lol if you can't perfectly implement a solution to the traveling salesman problem to add autoexplore to your game It's more complicated than that - in travelling salesman you know the whole graph. If you want to walk on every square, it is the canadian traveller problem, if you want to just see every square it's something closer to set cover(if you had unlimited controlled teleport) or the warehouse location problem(assuming you have to walk there as normal).
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# ? Dec 29, 2014 12:02 |