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nutranurse posted:Sprogginwood. Cool new roguelike made by Unnormal, of Qud fame. It's good. Pro-buy. Don't let the cutsey graphics fool you: it's a brutal game that will eat your bones. Ehh, I mean, it's gonna kill you from time to time, but it's pretty forgiving otherwise. In particular you don't ever lose more than 5 dungeon levels' worth of progress. Worth getting though (and it's Sproggiwood, no 'n').
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# ? Feb 19, 2015 16:34 |
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# ? Apr 24, 2024 05:12 |
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Just splatted a character in UV AoMC in the Chained Court, but I think I could handle it next time with a bit more care. The four Barons of Hell were a surprise. E: next character made it to the Military Base and then I got sloppy and murdered. Wondering if I should go for Dualgunner before Dodgemaster next time. ToxicFrog fucked around with this message at 04:01 on Feb 20, 2015 |
# ? Feb 20, 2015 00:13 |
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I love the walls.
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# ? Feb 20, 2015 05:32 |
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Unormal posted:I love the walls. Unormal, any plans to make the enemy and (especially) character sprites stand out a bit more? I tend to visually lose them at times, or don't notice, say, a seed spitter immediately (ignoring the projectiles and log messages).
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# ? Feb 20, 2015 05:38 |
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Lprsti99 posted:Unormal, any plans to make the enemy and (especially) character sprites stand out a bit more? I tend to visually lose them at times, or don't notice, say, a seed spitter immediately (ignoring the projectiles and log messages). Yeah, the current posted palette is literally a first rough draft right now.
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# ? Feb 20, 2015 05:46 |
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I want to purchase this game on Steam, with the new UI. Please tell me this will be doable in the near future. I've loved Sproggiwood and the concept of Qud is awesome sounding.
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# ? Feb 20, 2015 15:32 |
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Xir posted:I want to purchase this game on Steam, with the new UI. Please tell me this will be doable in the near future. I've loved Sproggiwood and the concept of Qud is awesome sounding. Yup, our current active projects are Sproggiwood's mobile release on iOS/Android and launch Caves of Qud in early access. Shooting for both in the next month or two.
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# ? Feb 20, 2015 18:59 |
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Unormal posted:I love the walls. Hot. Any plans to have horizontal/vertical door variants? I know the game as it stands doesn't make a distinction. Edit: Or some sort of abstraction that works in both directions. I don't ever really see diagonal doors in tilesets, maybe they don't read well. I was able to rough something out in Paint in about five minutes that at least feels like it would work with a grid of tall rectangles, though. Cephalocidal fucked around with this message at 19:33 on Feb 20, 2015 |
# ? Feb 20, 2015 19:08 |
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Unormal posted:I love the walls. Does wall material matter in Qud? Because from those shots you can't differentiate by eyeball any material that doesn't have empty space below it.
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# ? Feb 20, 2015 19:31 |
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Burning Rain posted:So, SanctuaryRPG: Black Edition has just come out of Early Access, and it's something i recommend to y'all who like the idea of jRPGs or Disgaea but can't suffer the plot or cutscenes, or animes. The game basically has you grinding your way to higher numbers in equipment and stats in a million possible ways (randomized mini-'dungeons', arena battles, crafting, running a tavern) so you can jRPG your way through main 'storyline' battles with robots and mechanized people or whatever the hell they are. Luckily, the battles themselves strike a good balance between mindlessly repeating one winning strategy and making the player spend hours on each move, getting you in a sort of relaxed state of concentration like running or something, i dunno. Sometimes it's not very far removed from slot machines, but you win something every time, and the game won't make you waste your inheritance away. I'm really liking the game, but replaying Act 1 all the time does get a tad cumbersome.
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# ? Feb 20, 2015 19:33 |
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Devor posted:Does wall material matter in Qud? Because from those shots you can't differentiate by eyeball any material that doesn't have empty space below it. You kind of can, the border changes.
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# ? Feb 20, 2015 19:39 |
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Pladdicus posted:You kind of can, the border changes. yeah but that's too subtle row 1, col 2 and row 2, cols 4 and 5 all have incredibly similar borders even with the clearly different wall texture
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# ? Feb 20, 2015 20:14 |
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No Safe Word posted:yeah but that's too subtle Different walls do have different properties, but it's very uncommon for it to really matter, the walls in any area are typically very homogeneous and you can use 'l'ook to identify any wall that's really at question, so I don't think it's a strong constraint in this case. Good point of consideration, though.
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# ? Feb 20, 2015 20:21 |
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Holy poo poo, Phobos Lab on UV is nasty. Nightmare Demons everywhere. I got turbofucked by the ambush after pulling the second lever and I'm honestly not sure how I could have survived it -- maybe dashing back across the acid before my envirosuit expired, then sniping them from across the acid with my shotgun and using the second envirosuit to leave once I've whittled down their numbers?
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# ? Feb 20, 2015 20:24 |
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Well, a lot of underground areas are mostly sandstone or shale dotted with fulcrete ruins and I'd want to be able to tell the difference at a glance if I happened to do a lot of digging.
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# ? Feb 20, 2015 20:24 |
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RealSovietBear posted:I'm really liking the game, but replaying Act 1 all the time does get a tad cumbersome. Yeah, me too. I'm waiting for some updates that might create some incentive to go back or shake things up a bit. In the meantime I followed RPS' recommendation and bought the ugliest game I've ever seen: http://vodo.net/peterwhalen/dream-quest/. (Vodo is some sort of a documentary website, I guess? Dunno why the game is on there. Also, their 'make an offer' thing is baffling - I typed in $5 and some hours later got a reply that a bid was accepted. Anyway, the game is crazy addictive and actually well designed apart from artwork (which does have its charm in a MSPainted-by-a-kid way, although I'm getting weird looks from my gf for playing it), and I've played it more this past week than anything else. It's a straightforward mini-dungeon crawl with battles played out in quick card duels. You start each run with a fixed deck of cards tailored to the class and get more from chests and leveling up. Some of them are upgradable, and sometimes you get an option to get rid of some of them. The cards have a good range without getting too complicated, and ideally you can get a good synergy going between them. The battles are quick but tactical enough not to feel mindless, and you really have to think about the decisions you make throughout your short run. At the moment it's the perfect coffee-break roguelike for me, because even if you get a good run, they don't last more than an hour. There are some unlocks, but thankfully they mostly give you more options (like starting classes, perks & cards). I think you technically might be able to beat the game without any unlocks, but in reality you'll die a hundred times before that while you learn the intricacies of the system.
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# ? Feb 20, 2015 20:40 |
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dis astranagant posted:Well, a lot of underground areas are mostly sandstone or shale dotted with fulcrete ruins and I'd want to be able to tell the difference at a glance if I happened to do a lot of digging. Nods; color will identify those very easily. Remember that these are single-color mockups, and the actual wall types will be colored based on type, so it should be really clear what is what.
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# ? Feb 20, 2015 20:51 |
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Sup Unormal, after playing the Unity/Steam version for a while, I'm impressed with the tiles/the overall polish and the faction stuff is cool, but the game seems to leak memory in a way I haven't encountered with the non-Steam version. This is after having played the game for a few hours: After messing around with saves trying to replicate this, it appears to be something to do with the overworld map - if I go to the overworld and then just idle, I can see CoQ's memory usage creeping steadily upward by about 2-3MB/sec. If I move into a cell from the overworld the memory leak stops. I have the offending save file if you're interested as well as a crash dump from the game dying when memory usage hit 4GB.
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# ? Feb 20, 2015 21:13 |
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I just got a Windows 8.1 tablet, can anyone recommend a roguelike that works fine with touch controls?
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# ? Feb 20, 2015 21:19 |
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Adnor posted:I just got a Windows 8.1 tablet, can anyone recommend a roguelike that works fine with touch controls? You might see if Hoplite is available. It's very pared-down but pretty fun.
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# ? Feb 20, 2015 21:25 |
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Burning Rain posted:Dream Quest
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# ? Feb 20, 2015 21:54 |
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TooMuchAbstraction posted:You might see if Hoplite is available. It's very pared-down but pretty fun. Sadly it isn't on Windows, but I'm downloading it for my phone now, thanks. My tablet uses x86 Windows, not the RT version if that matters.
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# ? Feb 20, 2015 21:59 |
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Adnor posted:Sadly it isn't on Windows, but I'm downloading it for my phone now, thanks. Sproggiwood should work nicely via touch. TheGlow posted:Stuff broken. I'll check it out, thanks!
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# ? Feb 20, 2015 22:22 |
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Unormal posted:Sproggiwood should work nicely via touch. Thanks for the suggestion! It looks super cute, so I'll try to play it with my nephew too.
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# ? Feb 20, 2015 22:53 |
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I've been playing the poo poo out of Darkest Dungeon recently, it is amazing. The best advice I've ever received was to forget about torches. The increased stress seems more than made up for by the boost to player crits (which lowers party stress), and the increased loot really helps in between missions. Still bring a couple torches to the warrens though so you can burn piles of scrolls
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# ? Feb 21, 2015 00:07 |
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Well, it was fun while it lasted. My first 2H character, a solid bow helped a lot. I also added some Necromansy later which seemed to work well in conjunction.
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# ? Feb 22, 2015 17:52 |
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Anyone pick up Catacomb Kids yet? http://store.steampowered.com/app/315840/
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# ? Feb 22, 2015 18:56 |
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Harminoff posted:Anyone pick up Catacomb Kids yet? Needs some balancing work, I think. It looks fairly promising, but I've had a couple games where I start next to an enemy that one-shots me before I even have time to react.
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# ? Feb 22, 2015 21:14 |
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Edwhirl posted:Needs some balancing work, I think. It looks fairly promising, but I've had a couple games where I start next to an enemy that one-shots me before I even have time to react. That just makes it a proper roguelike!
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# ? Feb 22, 2015 22:59 |
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chiefnewo posted:That just makes it a proper roguelike! Point taken, but a few other problems I have with it are; The damage you take is *extremely* high compared to your health. You start with 2-5 health (it's random), and small enemies deal 1-2, enemies your size deal 3-4. they also move a lot faster and seem to have a larger attack range than you do. There are obviously potions you can identify. If you're on a lower-health character and drink to identify one, pray it isn't fire or ice because those are pretty much instant death with no course for avoiding it beyond just not identifying potions by drinking them. That said, it's still in early access. So these will probably be dealt with as time goes on. It looks promising, it just needs more content and some polish.
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# ? Feb 22, 2015 23:23 |
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chiefnewo posted:That just makes it a proper roguelike! don't excuse bad design. Turn-1 deaths are idiotic.
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# ? Feb 22, 2015 23:31 |
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Put another way, just because it's a roguelike doesn't excuse capriciously malicious gameplay. This isn't the 80's; straight-up player abuse doesn't fly any more.
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# ? Feb 22, 2015 23:53 |
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TooMuchAbstraction posted:Put another way, just because it's a roguelike doesn't excuse capriciously malicious gameplay. This isn't the 80's; straight-up player abuse doesn't fly any more. 50 shades of play(er abuse)
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# ? Feb 22, 2015 23:59 |
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andrew smash posted:don't excuse bad design. Turn-1 deaths are idiotic. I don't see what the big deal is as long as its extremely infrequent.
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# ? Feb 23, 2015 00:01 |
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TOOT BOOT posted:I don't see what the big deal is as long as its extremely infrequent. A random but extremely infrequent insta-death is far worse than a common but preventable insta-death that branches off a conscious player decision.
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# ? Feb 23, 2015 00:06 |
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Tuxedo Catfish posted:A random but extremely infrequent insta-death is far worse than a common but preventable insta-death that branches off a conscious player decision. If you can find a Wand of Wishing on the D1 stairs I don't see why the opposite shouldn't be able to happen.
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# ? Feb 23, 2015 00:09 |
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TOOT BOOT posted:If you can find a Wand of Wishing on the D1 stairs I don't see why the opposite shouldn't be able to happen. It's almost like no thought of game balance went into Nethack at all!
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# ? Feb 23, 2015 00:10 |
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So this thing in the block of ice was a few spaces left and down from where the ice block is, and he shot a freezing shot at me, which I moved out of the way of and then he teleported into his own shot and froze himself.
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# ? Feb 23, 2015 02:03 |
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Harminoff posted:Anyone pick up Catacomb Kids yet? Pretty fun. I've not started next to a 1 shot enemy so far. Although I'm terrible at it. One of the more fun things is messing about with what you can do to items. Like if you throw the poison mushroom in the water and then use an empty bottle in the water you get a bottle of poison, and the whole pool is poisoned. If you can get in the position to heat a potion near an enemy it'll turn the potion to steam which can gas the enemy giving the effect of the potion. Obviously doing this/throwing potions at enemies to ID them is a great way to end up with a suddenly invisible angry monster.
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# ? Feb 23, 2015 02:08 |
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# ? Apr 24, 2024 05:12 |
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Geokinesis posted:Pretty fun. Is it pretty complete or is it still pretty early on development?
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# ? Feb 23, 2015 02:11 |