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RyokoTK
Feb 12, 2012

I am cool.

Danger - Octopus! posted:

Also, and this is what makes Dungeonmans one of the best roguelikes for me, this means that after a few runs (and particularly once you have a few ex-Dungeonmans haunting the academy) the opening section where you rebuild your powers and level back up to where you were before you died becomes much faster. I find the grind of repeating samey early content and having limited powers so dull in games, so the way this section gets faster and faster with repeated plays in Dungeonmans is great.

The day I quit Dungeonmans was when I died to the final boss and realized it was just going to be a thoughtless grind back to the level cap because I had already done it once but this time I have like 500 more proofs. :(

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hanales
Nov 3, 2013
Thank you all for your suggestions, I will begin trying them.

DACK FAYDEN
Feb 25, 2013

Bear Witness
Turns out WASTED is good. So I guess maybe try that and put it on the list.

(I was just using lovely guns and also playing poorly - gotta be way more aggressive.)

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020
One of these days I need to do a one life no hangovers run through of Wasted. I was pretty close to that last time. Fun game.

Samizdata
May 14, 2007

Eela6 posted:

Fun list. I'm glad that DoomRL, the best game of all time, is at the top of the heap. Considering that some of the games (DoomRL) you've listed aren't available on steam, I think it's crazy that you haven't mentioned DCSS. It's the most popular (and best!) traditional Roguelikes it definitely should have a mention. When people ask me about getting into 'real' roguelikes I tend to point them to DoomRL and then DCSS.

PS: Nethack is good and people should play Nethack. It's deeply flawed, yes, but it has it's own magic - it's a very special product of it's time & place. There will never be something like it again.

And Pathos is cool and good if you need your frustrating mayhem on the go.

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

Samizdata posted:

Maybe add Space Rogue to the list? Sort of a shinier, not so crushingly hard take on FTL?

I've never played it, and the reviews are mixed - can you sell me on giving it a shot?

RoboCicero posted:

Have you tried Cogmind? If you don't, I think I have a spare key lying around I can gift you in return for writing that up (in the hopes it'll make it on the list next time :v:)

hito posted:

Ditto for Invisible Inc.

Eela6 posted:

Fun list. I'm glad that DoomRL, the best game of all time, is at the top of the heap. Considering that some of the games (DoomRL) you've listed aren't available on steam, I think it's crazy that you haven't mentioned DCSS. It's the most popular (and best!) traditional Roguelikes it definitely should have a mention. When people ask me about getting into 'real' roguelikes I tend to point them to DoomRL and then DCSS.

PS: Nethack is good and people should play Nethack. It's deeply flawed, yes, but it has it's own magic - it's a very special product of it's time & place. There will never be something like it again.

Ahahaha, it feels like I'm putting together an OP instead of a rec list.

Here are my blurbs for these games - I'll edit 'em in!

Cogmind is fantastic, and there to fill the void for sci-fi roguelikes. It's a game where you're a robot fighting other robots, and you literally take their parts and cobble yourself together like a frankenstein of various robot parts. You're on a desperate race to escape a complex owned by a malicious AI, and you'll find other rebels as you dig up scraps of plot and new parts on your way out. The game isn't entirely combat - there's hacking, which gives you substantial advantages over your enemies as you can at higher levels dismiss squads after you, hack into other robots, and produce maps of every sector. There's stealth/flight - making yourself into a small flying robot is a good way to just zoom your way to the endgame, and as you can get parts lying around, not just from combat, you can usually find enough cool jets to get you around even behemoths!

Now, the game isn't quite done, and it's coming to steam in early access, but you can see the roadmap here, and essentially everything's in. Maps, gameplay, lore, everything. I've sunk hours and hours into it, and I'm eager to pour more in when it arrives on Steam!

DCSS It's like ToME in that I don't love it, and additionally it's not on Steam, but it is one of the modern pillars of the genre, so. Check it out? It's free, fun, and you can play as a vampiric cat. Go the thread, talk to people who love the game instead of me. (Sorry folks I kept dying to Sigmund and never clicked with it!)

Not Roguelikes
(i put them here because they aren't what I think of when I think roguelikes but gods that's an argument for another day. games are good, these are fun, please play them)

Invisible Inc - one of my favorite games, period. I'd easily say it's the best game on this list, in my personal list of faves. It's a game where you lead a team of special agents through a series of shadowrun-esque hits on corps. Steal their credits, tech, KO their guards, and get out via teleporter before their security catches you. There's a plot, but it's short - every run is over in 72 hours with a final mission that you can prep for. (It's kind of FTL-esque but it's nowhere near as ball-breaking, and so it's actually fun!) Now, I'm going to open up a minefield: everything in the game is procedurally generated, but wait, it's actually good. You're there to learn the patterns of every guard and robot, so you can figure out how to thread the needle. Thanks to a lengthy EA period where they got the game balanced, it creates a fantastically tense puzzlebox that's endlessly replayable.

Now, I could gush for hours, but I'll settle for these last notes: the game gets better the harder it gets. I was initially bored with the game on easy mode, but bumping it up even one difficulty level made the game come alive, because you're supposed to be performing heists under the wire. It feels incredible. Second, the DLC. Get it, but don't activate it until you've beaten the game at least once - it doubles the length of the campaign and makes it even harder, it adds all kinds of cool things, and it's definitely there for advanced players.

Dungeon of the Endless Another game I love to pieces, but it's a hybrid. It's a roguelike/tower defense/line defense where you search a dungeon for the exit - and once you find it, run a running defense as you escort your power source out of there. I lost like a solid week to it when I first got it, and there's lots about it to love - the resource management is interesting, the heroes are fun, and it's just, it's fun to play.

Two things though: - the difficulties are very easy and easy, but these should be renamed Normal and Hard. Normal is doable. Hard is, oof. A good challenge but not fun to play like Normal is.
- Every time you open a door, monsters spawn in all of the UNLIT rooms. Spread your heroes out so you keep specific rooms lit - you'll face less monsters and also protect your harvesters. (Also open one door at a time, else you'll be overwhelmed.)

--- Also I feel like I should open this up for blurbs on games I haven't played (XLarn, ADOM) / don't love (DCSS, WASTED) in case other people want to try and sell goons on 'em. So write something up and I'll edit it in here and in the steam thread.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

StrixNebulosa posted:

Ahahaha, it feels like I'm putting together an OP instead of a rec list.

Wasn't someone working on a new OP like, a year or two ago? It was going to use the thread title "It's Where You're @". Oh well.

For your "Not Roguelikes" section, have you tried Teleglitch? It's a top-down realtime survival-horror roguelike, where you explore an evil research facility; fight zombies, mutants, mind-controlled guards, and robots; cobble together ad-hoc fragmentation grenades out of plastic explosives and a box of nails; and die in a couple of seconds because what you thought was a zombie was actually a guard with a gun and you weren't quick enough on the draw.

Teleglitch does the survival horror mechanics very well, in my opinion. It's not especially scary, but you're constantly scrabbling to make the most out of your very limited resources, which includes making split-second decisions about how best to deal with each fight you get into. There's not enough ammo to just shoot everything, but is this mob big enough to break out the explosives, or should you try to split them up with a couple of sticky grenades and then knife the stragglers? The game also has the only crafting system I've ever liked; each level has a predetermined set of crafting items (along with some usually-inconsequential random drops), which can be combined into multiple possible items. It's up to you how you choose to use them. Would you rather make a nailgun to stretch your ammo supplies a bit? Or a nailbomb? Or maybe combine this tin can, a box of nails, and some explosives to make a one-shot claymore-mine/shotgun?

The biggest flaw the game has is that it can kill you very quickly, and especially when you're inexperienced, those deaths can blindside you. Levels 3 and 4 introduce the armed guards and their guns hurt you just as badly as yours hurt them. Plus the graphics are excessively low-fi. My recommendation is to watch someone else play the first few levels of the game, enough to teach you some basic tactics and what the more common enemies do. Bacter did an LP, for which I submitted a subtitled playthrough.

Jordan7hm
Feb 17, 2011




Lipstick Apathy
Almost two years ago now. We had a contest to get content for it and everything. I worked on it for off and on for like 6 months and just never got it together, so kept this one going instead.

I love that thread title though.

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters
For the not quite a roguelike pile, I'd suggest Convoy, the game about conquering a desert waste by rolling your laser trucks all over it.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
Nethack is terrible.

Samizdata
May 14, 2007

StrixNebulosa posted:

I've never played it, and the reviews are mixed - can you sell me on giving it a shot?




Ahahaha, it feels like I'm putting together an OP instead of a rec list.

Here are my blurbs for these games - I'll edit 'em in!

Cogmind is fantastic, and there to fill the void for sci-fi roguelikes. It's a game where you're a robot fighting other robots, and you literally take their parts and cobble yourself together like a frankenstein of various robot parts. You're on a desperate race to escape a complex owned by a malicious AI, and you'll find other rebels as you dig up scraps of plot and new parts on your way out. The game isn't entirely combat - there's hacking, which gives you substantial advantages over your enemies as you can at higher levels dismiss squads after you, hack into other robots, and produce maps of every sector. There's stealth/flight - making yourself into a small flying robot is a good way to just zoom your way to the endgame, and as you can get parts lying around, not just from combat, you can usually find enough cool jets to get you around even behemoths!

Now, the game isn't quite done, and it's coming to steam in early access, but you can see the roadmap here, and essentially everything's in. Maps, gameplay, lore, everything. I've sunk hours and hours into it, and I'm eager to pour more in when it arrives on Steam!

DCSS It's like ToME in that I don't love it, and additionally it's not on Steam, but it is one of the modern pillars of the genre, so. Check it out? It's free, fun, and you can play as a vampiric cat. Go the thread, talk to people who love the game instead of me. (Sorry folks I kept dying to Sigmund and never clicked with it!)

Not Roguelikes
(i put them here because they aren't what I think of when I think roguelikes but gods that's an argument for another day. games are good, these are fun, please play them)

Invisible Inc - one of my favorite games, period. I'd easily say it's the best game on this list, in my personal list of faves. It's a game where you lead a team of special agents through a series of shadowrun-esque hits on corps. Steal their credits, tech, KO their guards, and get out via teleporter before their security catches you. There's a plot, but it's short - every run is over in 72 hours with a final mission that you can prep for. (It's kind of FTL-esque but it's nowhere near as ball-breaking, and so it's actually fun!) Now, I'm going to open up a minefield: everything in the game is procedurally generated, but wait, it's actually good. You're there to learn the patterns of every guard and robot, so you can figure out how to thread the needle. Thanks to a lengthy EA period where they got the game balanced, it creates a fantastically tense puzzlebox that's endlessly replayable.

Now, I could gush for hours, but I'll settle for these last notes: the game gets better the harder it gets. I was initially bored with the game on easy mode, but bumping it up even one difficulty level made the game come alive, because you're supposed to be performing heists under the wire. It feels incredible. Second, the DLC. Get it, but don't activate it until you've beaten the game at least once - it doubles the length of the campaign and makes it even harder, it adds all kinds of cool things, and it's definitely there for advanced players.

Dungeon of the Endless Another game I love to pieces, but it's a hybrid. It's a roguelike/tower defense/line defense where you search a dungeon for the exit - and once you find it, run a running defense as you escort your power source out of there. I lost like a solid week to it when I first got it, and there's lots about it to love - the resource management is interesting, the heroes are fun, and it's just, it's fun to play.

Two things though: - the difficulties are very easy and easy, but these should be renamed Normal and Hard. Normal is doable. Hard is, oof. A good challenge but not fun to play like Normal is.
- Every time you open a door, monsters spawn in all of the UNLIT rooms. Spread your heroes out so you keep specific rooms lit - you'll face less monsters and also protect your harvesters. (Also open one door at a time, else you'll be overwhelmed.)

--- Also I feel like I should open this up for blurbs on games I haven't played (XLarn, ADOM) / don't love (DCSS, WASTED) in case other people want to try and sell goons on 'em. So write something up and I'll edit it in here and in the steam thread.

Mkay then. Space Rogue has better graphics and a more chill-style soundtrack. All the universes are proc gen'd, but each of them centers around a particular mission, such as a rogue AI programmer disappearing into the robot culture. SR avoids some of the more constraining mechanics of FTL like power consumption, while maintaining some of the fun ones like specialist crew members that really enhance systems usage, while including some new tools like system chips that give you timed cooldown special abilities. Combat is fully real time and can be quite savage. Another new idea is mining. When you enter an unoccupied system, you can spend a small amount of cash to mine for an element called tritanium. What mining boils down to in application is picking sectors on a planetary map that can give you tritanium, cash, or can drain cash or set off an unstable tritanium explosion (only by using all 3 mining attempts and hitting unstable tritanium with each). Tritanium is used to upgrade systems, which seem to be to make much more of an impact on ship functionality, especially as power is no longer an issue. It uses a regular XP system for crew members, and, when each crew member levels up, they get flat across the board stat upgrades, with a user selectable upgrade to the chosen stat. Every so many levels, a crew member can select a specialization, such as faster weapons or the ability to make those system chips recharge faster. In addition, you are allowed to spend as much time as you want exploring and interacting as oppose to FTL's "RUN YOU FOOLS!" mentality.

The interface is clean, and effective (although there is always that frustration of not correctly clicking on the RIGHT crew member while fighting off boarding actions, like I sometimes do, and end up with a corpse).

I love FTL and have WAY too long in playing it, but the constant pressure coupled with the one shot nature of some of the special events (take the wrong jump, no, no ship unlock FOR YOU!) frustrate me an awful lot. IMO, Space Rogue will appeal to FTL fans that just want to chill a little more and relax in space. Plus, I think it rewards developing skills more than FTL does. I think my average session time is around an hour or so.

Does that work for you?

(Feel free to edit as needed. At some point, when I can get a gift card to spend (no plastic), I want to get Cogmind as everything I see says "AMAZING! YOU WANT ME!")

Samizdata fucked around with this message at 06:44 on Jul 28, 2017

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

TooMuchAbstraction posted:

Wasn't someone working on a new OP like, a year or two ago? It was going to use the thread title "It's Where You're @". Oh well.

For your "Not Roguelikes" section, have you tried Teleglitch? It's a top-down realtime survival-horror roguelike, where you explore an evil research facility; fight zombies, mutants, mind-controlled guards, and robots; cobble together ad-hoc fragmentation grenades out of plastic explosives and a box of nails; and die in a couple of seconds because what you thought was a zombie was actually a guard with a gun and you weren't quick enough on the draw.

Teleglitch does the survival horror mechanics very well, in my opinion. It's not especially scary, but you're constantly scrabbling to make the most out of your very limited resources, which includes making split-second decisions about how best to deal with each fight you get into. There's not enough ammo to just shoot everything, but is this mob big enough to break out the explosives, or should you try to split them up with a couple of sticky grenades and then knife the stragglers? The game also has the only crafting system I've ever liked; each level has a predetermined set of crafting items (along with some usually-inconsequential random drops), which can be combined into multiple possible items. It's up to you how you choose to use them. Would you rather make a nailgun to stretch your ammo supplies a bit? Or a nailbomb? Or maybe combine this tin can, a box of nails, and some explosives to make a one-shot claymore-mine/shotgun?

The biggest flaw the game has is that it can kill you very quickly, and especially when you're inexperienced, those deaths can blindside you. Levels 3 and 4 introduce the armed guards and their guns hurt you just as badly as yours hurt them. Plus the graphics are excessively low-fi. My recommendation is to watch someone else play the first few levels of the game, enough to teach you some basic tactics and what the more common enemies do. Bacter did an LP, for which I submitted a subtitled playthrough.

I haven't, yet! I saw the LP and I've been waffling back and forth on playing it, as it seems to be more reflex-based and I'm not great at those kind of games. (Do you want me to put this blurb into my post?)


Samizdata posted:

(Feel free to edit as needed. At some point, when I can get a gift card to spend (no plastic), I want to get Cogmind as everything I see says "AMAZING! YOU WANT ME!")

Cogmind is increeeeedible and you want to play it, so good luck on picking it up!

As for adapting and using your blurb:

Bonus Goon-Recced Roguelikes
(I haven't yet played every roguelike/hybrid, so fellow goons have helped out with recs!)

Samizdata posted:

Space Rogue is FTL, but has better graphics and a more chill-style soundtrack. All the universes are proc gen'd, but each of them centers around a particular mission, such as a rogue AI programmer disappearing into the robot culture. SR avoids some of the more constraining mechanics of FTL like power consumption, while maintaining some of the fun ones like specialist crew members that really enhance systems usage, while including some new tools like system chips that give you timed cooldown special abilities. Combat is fully real time and can be quite savage. Another new idea is mining. When you enter an unoccupied system, you can spend a small amount of cash to mine for an element called tritanium. What mining boils down to in application is picking sectors on a planetary map that can give you tritanium, cash, or can drain cash or set off an unstable tritanium explosion (only by using all 3 mining attempts and hitting unstable tritanium with each). Tritanium is used to upgrade systems, which seem to be to make much more of an impact on ship functionality, especially as power is no longer an issue. It uses a regular XP system for crew members, and, when each crew member levels up, they get flat across the board stat upgrades, with a user selectable upgrade to the chosen stat. Every so many levels, a crew member can select a specialization, such as faster weapons or the ability to make those system chips recharge faster. In addition, you are allowed to spend as much time as you want exploring and interacting as oppose to FTL's "RUN YOU FOOLS!" mentality.

The interface is clean, and effective (although there is always that frustration of not correctly clicking on the RIGHT crew member while fighting off boarding actions, like I sometimes do, and end up with a corpse).

I love FTL and have WAY too long in playing it, but the constant pressure coupled with the one shot nature of some of the special events (take the wrong jump, no, no ship unlock FOR YOU!) frustrate me an awful lot. IMO, Space Rogue will appeal to FTL fans that just want to chill a little more and relax in space. Plus, I think it rewards developing skills more than FTL does. I think my average session time is around an hour or so.

You've sold me on the game, thank you. :D

P.S. I'm changing "not-roguelikes" to Roguelike Hybrids because, oh, right, that makes more sense.

Toadsmash
Jun 10, 2009

Dave Tate's downsy face approves.
New Dead Cells beta branch update is up and it's glorious. Daily challenges, new enemy art, and a pile of wildly varied new modifiers for amulets that make the slot on the whole much more interesting. Good stuff!

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters
Hype for Convoy:

Convoy puts you at the barely steering wheel of a semi, commanding up to four smaller armed vehicles in your quest to repair your spaceship, hoarding fuel and scrap to keep your little herd running . Ramming is always an option for those smaller vehicles but your big MCV is limited to fighting back with up to four gadgets. You can pause and issue orders if you like, and in tougher fights you probably should! You can unlock new semis with differing traits and gadgets, as well as different starting escorts. It's fun and you should play it.

vorebane fucked around with this message at 10:01 on Jul 28, 2017

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Convoy is shovelware trash and should be avoided at all costs. It has minimal challenge, zero replayability due to lack of variety, and is shamelessly 'FTL ripoff, but worse in every way'.

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters
I enjoyed it, you can make a case for it not giving you enough chances to make interesting decisions in the battles though.

victrix
Oct 30, 2007


http://store.steampowered.com/app/396750/EVERSPACE/

Everspace is FTL + Freespace 2... or something like that. And it's VR, just in case you have that going.

If you get it, I'd strongly recommend playing in third person. And be sure to tinker with your keys until you get something comfortable.

That and don't try to dogfight outright - find and use uh, space cover.

Play like that for awhile, unlock the other two base ship types (heavy/light) and enjoy.

It's a pretty cool game, building up your ships is fun, there are a lot of viable builds, it really does feel like a tough as nails roguelike and FTL, where you're scraping for resources and barely getting by - but at the same time it's a beautiful looking modern 3d game and your personal skill as a pilot and know how with the tools at your disposal goes a long way.

http://store.steampowered.com/app/595140/Immortal_Redneck/

Immortal Redneck is basically Ziggurat but better. It's a redneck FPS in pyramids. Serious Sammer? Whatever. Randomly generated everything, tons of room variety, tons of weapons, semi-persistent progress with a god tree and god favor classes you can unlock and improve.

Totally on point gunplay and gun feel.

Some stupid design decisions with random gently caress-you scrolls of unfunness, but hey, always gotta have at least one wart. Definitely recommended for a wishlist sale.

Synthbuttrange
May 6, 2007

hanales posted:

Hello Roguelike people.

I recently played Neon Chrome when it was free on PS+. I enjoyed it greatly, but it wasn't very deep. What it did do was make me want to play more similar (I guess would be a hybrid roguelike since it has permanent upgrades). Anything in the scifi world to be recommended? Preferably on console (any of them).

The good news is that it got me over my fear of permadeath losing all your forward progress games, but I don't think I'm yet ready for the perma lose all character and forward progress.

I havent played Neon Chrome, just seen videos of it. Would Deathstate be of interest to you? It's not sci-fi, more lovecraftian, but has frantic poo poo going on with stick action.

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

vorebane posted:

Hype for Convoy:

Added!

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Convoy's rough around the edges but it's fun. You can recruit a rainbow hippy van, cover it in chainsaws, and ram fools to death with it. A lot of work went into the game and even if it's a touch clunky at times, there's a lot of interesting stuff to explore (and be killed by).

It's definitely not "shovelware trash" lmao

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

StrixNebulosa posted:

I haven't, yet! I saw the LP and I've been waffling back and forth on playing it, as it seems to be more reflex-based and I'm not great at those kind of games. (Do you want me to put this blurb into my post?)

The fights definitely do require reflexes and thinking on your feet; in fact, I think the game's at its best when you think you're just going to fight X and then Y shows up to join the party, for nearly any variety of X and Y.

And yeah, please do!

T. Bombastus
Feb 18, 2013

Angry Diplomat posted:

Convoy's rough around the edges but it's fun. You can recruit a rainbow hippy van, cover it in chainsaws, and ram fools to death with it. A lot of work went into the game and even if it's a touch clunky at times, there's a lot of interesting stuff to explore (and be killed by).

It's definitely not "shovelware trash" lmao
Can you confirm/deny the "like FTL but worse" part? I've seen that in a few other reviews, but that might actually be a selling point for me; I love FTL so much that "almost FTL" is still a pretty glowing recommendation.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

T. Bombastus posted:

Can you confirm/deny the "like FTL but worse" part? I've seen that in a few other reviews, but that might actually be a selling point for me; I love FTL so much that "almost FTL" is still a pretty glowing recommendation.

It's very, very different from FTL. I think the only real similarities are that they're hybrid roguelikes with pause-gameplay and choose-your-own-adventure text prompts. Convoy is a more open-world game with a "fuel clock" instead of the inescapable limited time driven by the Rebel Fleet, and its combat is wildly different. I think the people whining that it's "FTL, but worse" were probably thinking it would be like FTL, and were upset to discover that this game that is not FTL didn't make a very good FTL.

I found it pretty good on its own merits, though YMMV.

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

TooMuchAbstraction posted:

The fights definitely do require reflexes and thinking on your feet; in fact, I think the game's at its best when you think you're just going to fight X and then Y shows up to join the party, for nearly any variety of X and Y.

And yeah, please do!

Well, I might grab it while it's on sale - same with the rest of these, honestly.

It's been added! I'm really pleased by how many blurbs for cool roguelikes I've gotten just by asking. You guys are cool!

Burning Rain
Jul 17, 2006

What's happening?!?!
i always mistake Convoy with Skyshine's Bedlam, which, as a steam reviewer puts it, is a mix of ftl convoy and a fart.

Eela6
May 25, 2007
Shredded Hen
Teleglitch is amazing, but very much reflex-based. It is a game that punishes being slow on the draw (or missing) very heavily.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Ok, I shall expound upon my apparently controversial options on Convoy. For giggles, let's see how it describes itself:

Steam store page posted:

Convoy is a tactical roguelike-like inspired by Mad Max and FTL in which you cross a wasteland in search of parts for your broken ship. Presented in pixel art and set in a future post-apocalyptic setting, Convoy is a squad based tactical combat roguelike-like in its core.
Lotta buzzwords in there! It is, self-proclaimed, a transparent attempt to remake FTL by taking out the Star Trek elements and replacing them with Mad Max. It's release date is month before Fury Road hit theaters, btw. But I'll come back to this. Onto the gameplay!

You start with your big rig, and a smaller one that flits around it during combat ramming and shooting at others trying to get close. This is the meat & potatoes of the game, the pause-able real-time combat. You can kit the smaller satellite cars with guns of various ranges and DPS, or a chainsaw that works admirably. There's also iirc utility slots for durability items. You must forgive my memory, it's been a few years since I last played. Outside of combat, you can tinker with what items have dropped and equipping them on to cars you find, up to 4 at once iirc. Overworld gameplay is a very minimal grid that extends hugely in each direction. Following roads and avoiding hills will be faster, but it's technically a huge flat square. Some areas of the map will be claimed by various clans. The over-arching objective is to collect 4? doodads spread across the overworld. Going to the waypoints you'll come across random combat and various outpost waypoints where are a quick drop-down trading menu. The quest system is medieval; something will pop up asking you to go to location X on the map for a fight and reward. Collecting the magic mcGuffins requires a boss fight for each clan.

Ok, so my first playthrough was totally unspoilered on Medium difficulty. I travelled kind of aimlessly at first, then made my way to an objective completing random quests that where convenient along the way. Goto A and do B there sort of things. The quests are pre-written like FTL, but seem to have discrete outcomes? This will be relevant later. I basically snowballed, made a small fleet, kicked the four bosses's asses, and then the big boss showed up, and I beat it without much effort. Very underwhelmed. Note that I am not some sort of Roguelike guru like debo or whoever; It's taken me years to get a win in DCSS and Sil, and FTL took a shitton of tries on easy mode also. Disappointed that a self-proclaimed roguelike could be beaten in literally the first try without breaking a sweat, I wanted a refund but had 2 hours playtime so no cigar. Oh well. Onto Hard mode then! The run went exactly the same as before. Disturbingly so. About 75% of the random overworld missions where repeats of the first run, I was incredulous. Beat the run even easier than the first time since I knew what weapons did. Fun fact: I didn't know I could upgrade my main bus on the Medium run. Didn't need to, apparently.

So, coming back to the craftmanship of the game: There's zero polish; not on missions, gameplay, world building, the low skill ceiling in combat, nada. It's ugly, which might be ok for a small indie studio making new waves. But this isn't new waves; it's literally a shallow attempt at cashing in on the 'roguelike' keyword frenzy a few years ago. Complete with pixel art as a selling point (Which can be done well as other RLs have shown). It's $18 NZD, while FTL is $12. I cannot warn you enough. to stay away.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Literally every criticism in that review is exactly the opposite of my experience. :confused: You must have had a hell of a lucky run to ace the endboss on your first playthrough.

Anyway it's a little rough in spots but overall good. I'd wait until it goes on sale but it's worth trying out to see if you like it.

Levitate
Sep 30, 2005

randy newman voice

YOU'VE GOT A LAFRENIÈRE IN ME

Jazerus posted:

nethack is not a bad game and people should play it. but to win in a reasonable number of attempts you need to know stuff you'd never learn on your own.

anyone who wants to get into it should dive in, play enough to understand the basics, and then watch good nethack players play for a while. i watched the old goon let's play. once you have a sense of the needed gear for finishing the game and how to get it, ascension should come relatively easily and instant death should be very rare

Nethack is pretty dang cool but yeah if you go in completely blind it's going to be real tough. The maze like levels near the and are also a pain in the butt

e: I like FTL but I'm so bad at it that I tend to give up after attempting it for a few days. I beat it on easy but on normal I feel like I can never get enough money, never have decent equipment, every time I run into a "special" event I don't have the equipment I need to do anything with it, and ultimately just feels frustrating that I never get anywhere because I never have money or equipment.

Levitate fucked around with this message at 16:38 on Jul 28, 2017

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Yea, FTL difficulties are kind of harsh. 'Easy' seems to be what the game was designed in, "Normal" is rather stingy and needs optimized builds, and "Hard" is PoorMode+Fixed boss, and btw 5-layer shields (fml). As a guy who went through before Advanced Edition came out and got every win&achievement on Normal, I'd recommend just playing the game on Easy endlessly until you've won at everything and want harder games

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Serephina posted:

Yea, FTL difficulties are kind of harsh. 'Easy' seems to be what the game was designed in, "Normal" is rather stingy and needs optimized builds, and "Hard" is PoorMode+Fixed boss, and btw 5-layer shields (fml). As a guy who went through before Advanced Edition came out and got every win&achievement on Normal, I'd recommend just playing the game on Easy endlessly until you've won at everything and want harder games

My problem with FTL difficulties is that Easy both gives you more money/rewards and makes you fight easier enemies. I'd like a setting between Easy and Normal where either you get Normal-tier rewards and fight Easy-tier enemies or (probably preferably) you get Easy-tier rewards and fight Normal-tier enemies.

I do believe the game was balanced around Normal difficulty; in fact I dimly recall Easy not even being a thing in the early days. And there are players who can consistently win on Hard, so I'm hard-pressed to say that the game is "too random". I guess the big problem that most players (including myself) have with Normal on up is that it's difficult to tell what the mistakes you made were; they could easily have been several jumps or even sectors prior to the event that killed you.

But yeah, Easy is a great game to chill out and control your little Star Trek lego crew. Not every game must be played on the hardest winnable difficulty to be fun.

Rapacity
Sep 12, 2007
Grand
It's pretty strange to me that a lot of the roguelike lists people put together these days miss out the 2 classics of nethack and adom. Most of the comments about nethack (and adom) seem to put too much stress on arcane keybindings and the 'need' for spoilers. Anyone taking these comments at face value are seriously likely to miss out on 2 of the greatest games ever put together. The very fact that they are so arcane is what makes them so great and very unlikely to be repeated in this era of gaming.

Both games have great and extensive wikis if you want spoilers but I very much recommend that any fan of dungeon crawling doesn't get scared off because the sheer inventiveness and depth of either game is pretty much unmatched.

If you want the purest dungeon crawler of them all I'd highly recommend angband. Still updated to this day and constantly being made more accessible, angband is, in my opinion, the most 'sandbox-y' of rogues and something I play when I want to chill.

comingafteryouall
Aug 2, 2011


TooMuchAbstraction posted:

My problem with FTL difficulties is that Easy both gives you more money/rewards and makes you fight easier enemies. I'd like a setting between Easy and Normal where either you get Normal-tier rewards and fight Easy-tier enemies or (probably preferably) you get Easy-tier rewards and fight Normal-tier enemies.

I do believe the game was balanced around Normal difficulty; in fact I dimly recall Easy not even being a thing in the early days. And there are players who can consistently win on Hard, so I'm hard-pressed to say that the game is "too random". I guess the big problem that most players (including myself) have with Normal on up is that it's difficult to tell what the mistakes you made were; they could easily have been several jumps or even sectors prior to the event that killed you.

But yeah, Easy is a great game to chill out and control your little Star Trek lego crew. Not every game must be played on the hardest winnable difficulty to be fun.

The game was released without Easy mode.

FTL mistakes come in when you've taken too many risks on low success % events and take too much damage from not focus firing enemy weapons/other systems. The pro move is to get good at diverting around power to allow you to upgrade offense first, power generation second.

I love boarding parties and always had a lot of success with them. Some of the ships are pretty hard, if you're having a lot of trouble try playing a different one. The crystal ships are insanely good, and the mantis ships are my favorites.

It has been a while since I played FTL, so take this advice with a grain of salt.

Levitate
Sep 30, 2005

randy newman voice

YOU'VE GOT A LAFRENIÈRE IN ME
my problem is getting stuff like teleporters or being able to afford them when they do come up

maybe I need to play something other than the kestrel I guess

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Levitate posted:

my problem is getting stuff like teleporters or being able to afford them when they do come up

maybe I need to play something other than the kestrel I guess

The Kestrel is a pretty good ship, really. Knowing when to save your scrap and when to invest it in your ship (and then, what to invest it in) is one of the skills the game demands of you. One of the big things that separates skilled players from newbies (or from those unwilling to micromanage) is the willingness to avoid buying more reactor power for as long as possible. For example, buying more bars of engine than you can actually run, and then pulling power from O2 to run the engines whenever the enemy shoots something.

comingafteryouall
Aug 2, 2011


Levitate posted:

my problem is getting stuff like teleporters or being able to afford them when they do come up

maybe I need to play something other than the kestrel I guess

Yep, solution to your problem is just focusing on finding ways to save money so you can afford some cool toys. Learning to divert power to engines right before your ship is getting hit can help. It's all about skirting the line between having enough to keep up with enemy ships and saving money for future investment. You generally want to combine two different methods of offense/disabling enemy weapons. Don't be afraid to sell stuff you won't use.

Tremis
Nov 30, 2013
Any basic cogmind tips?

I feel like most of my runs end in a cycle of getting spotted (which I almost always have no control over if I don't have a tracking module thingy), followed by a series of protracted battle in which I pull more and more aggro until I escape to the next floor or die.

I can't seem to figure out how to reverse the situation once it starts unless I happen to be extremely speedy.

I guess I don't understand how patrols work and how enemies respawn after you've wiped a patrol.

Eela6
May 25, 2007
Shredded Hen
The trick to FTL is that taking hull damage must be avoided at all costs. Not because it kills you now, but because it costs you money. That makes you fall behind in the power curve compared to your enemies, which means you take more hull damage, which makes you fall farther behind, etc, etc. As such, Avoiding incidental chip damage is the key to success. The best way to avoid chip damage is to destroy your enemy's weapon systems. As such, offense is absolutely the most important consideration. It is absolutely worth turning off everything but your shields and bare minimum engines to fire an extra gun or two.

Priority should be something like guns > shields >> engine >> everything else.

Remember that in FTL you can pause at any time.

That means you can do this:

comingafteryouall posted:

Learning to divert power to engines right before your ship is getting hit can help.

And you can also gently caress around with the doors, O2, etc to kill your enemies and squeeze every last bit of juice out of your ship.

John Lee
Mar 2, 2013

A time traveling adventure everyone can enjoy

comingafteryouall posted:

Learning to divert power to engines right before your ship is getting hit can help.

I thought FTL was amazing before I learned this was a thing. I have no idea how it could be "fixed", but it's a tedious and unfun thing to do, and high-level FTL play involves: 1. Diverting power to the engines every time shots come at you and 2. Memorizing the safest event options and picking them every time, and both of those things make the game unfun for me.

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megane
Jun 20, 2008



It's trivial to fix; you just put a short delay between assigning power to the engines and getting a benefit from it. No effect on "normal" gameplay, but now you can't see a missile inches from your hull, pause, divert all powr to engines, let it miss, then pause and immediately reassign the power back. That's basically how shields work (I think, it's been a while). The question isn't how to fix it, but whether the devs consider it a thing that should be fixed, and they clearly don't.

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