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aas Bandit posted:Just in case anyone here might be interested, I picked up Slasher's Keep today (Steam or Humble), and I'm really enjoying it. Slasher's Keep is really fun, but what really sticks out for me is it's sense of humor. It shows through just enough to have an uncanny quality to it, like the gentlemoleman shopkeeper and orc pinup posters, but it's never played up as more than environmental detail. To the player, they're jokes. To the characters, that's just the way this weird world is. The crafting system is fun, too. You get to build your weapon out of parts on a blueprint map, so you can put the head or blade and any accessories on it anywhere along the shaft or hilt. That lets you make something truly unique rather than a short sword that's a little shinier than other short swords like in other games.
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# ? Aug 12, 2019 16:35 |
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# ? Apr 28, 2024 17:28 |
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OutOfPrint posted:the gentlemoleman shopkeeper and orc pinup posters Yeah, the one poster with the orc swinging his generous scabbard made me laugh the first time I saw it on the wall. It's a weird place. The crafting system took me a bit to grok, and then once I did, I realized it added a whole new layer of risk/reward to the game (i.e. "Do I stuff my limited inventory full of immediately valuable things that I can sell, or do I load up on crafting components hoping to find enough to make a Weapon Of Death?"). One lesson I learned last night is to scour the floor you're on for components before actually committing to creating something. I made a pretty decent firey shortsword, and then found a mace head that was literally 4x better a couple of rooms later after I'd used everything up.
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# ? Aug 12, 2019 17:01 |
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Has anyone tried Dicey Dungeons? How does it play?
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# ? Aug 13, 2019 18:28 |
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I've played a bunch of Dicey Dungeon and it rules. The dice mechanic is leveraged to a great extent and the changing playstyles of each additional character (as well as the challenges that unlock) give it a lot of depth. The music and art are very charming too!
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# ? Aug 13, 2019 18:31 |
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Just popping in to say dicey dungeon loving rules. It's pretty much as simplistic as a roguelike can be (you get X dice a turn, insert them into equipment to do things) but it goes as hard as it can with the concept. A winning run should only take like 30 minutes, but each class plays completely different and has like 5 themed runs with different modifiers that drastically changes how you have to play.
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# ? Aug 13, 2019 18:43 |
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gently caress it, sure, I'll pick it up.
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# ? Aug 13, 2019 19:07 |
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Dicey dungeons looks like a perfect phone game. I see some mentions of android being a maybe, anyone know if it's happening?
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# ? Aug 13, 2019 19:57 |
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It's a 10/10 on Destructoid which is an accomplishment. ...And I was going to complain the header image is grammatically incorrect, but the internet is telling me dice is acceptable in the singular now. What has society come to....
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# ? Aug 13, 2019 20:52 |
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ItBreathes posted:It's a 10/10 on Destructoid which is an accomplishment. ...And I was going to complain the header image is grammatically incorrect, but the internet is telling me dice is acceptable in the singular now. What has society come to.... No, no, no, never. This is too far. I will dice on this hill.
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# ? Aug 13, 2019 21:16 |
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By extension: dices.
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# ? Aug 14, 2019 02:19 |
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It is quite possibly the single greatest mechanical champion the d6 has ever known---we could only be so lucky if they go mad with power and ambition to manage a similar feat in the future with the d20.
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# ? Aug 14, 2019 13:37 |
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ExiledTinkerer posted:It is quite possibly the single greatest mechanical champion the d6 has ever known---we could only be so lucky if they go mad with power and ambition to manage a similar feat in the future with the d20. have you ever heard of the D20 system
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# ? Aug 14, 2019 14:39 |
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When’s that Tydy DLC coming out anyway. I’ve been waiting to start another void bastards game for over a month since I keep thinking it’s about to come out. I;m thinking about thos Bastards
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# ? Aug 15, 2019 20:38 |
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More class and racial finery renewed in Caverns of Xaskazien II~ https://virtua-sinner.itch.io/caverns-of-xaskazien-ii/devlog/94688/cox-2-ver-08702-release
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# ? Aug 16, 2019 14:00 |
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Has anyone played Shadowcrawl, and is it any good? Its got a 80s retro look and sounds almost like a Diablo-like from their store's description, it's also pretty cheap right now so not really worried about blowing money, but if it's I'd rather save my time.
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# ? Aug 16, 2019 17:47 |
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Im_Special posted:Has anyone played Shadowcrawl, and is it any good? Its got a 80s retro look and sounds almost like a Diablo-like from their store's description, it's also pretty cheap right now so not really worried about blowing money, but if it's I'd rather save my time. I havent spent much time with it but its super loving weird. It's definitely a turn basedl roguelike but pretty simplified with only a couple buttons outside of movement. For $3 it's probably worth it to check it out?
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# ? Aug 16, 2019 19:10 |
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Did any one get into the beta for the Double Fine RAD game? Reading the steam forums the game seems pretty fun but really shallow.
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# ? Aug 16, 2019 19:50 |
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BexGu posted:Double Fine.... pretty fun but really shallow. But you repeat yourself.
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# ? Aug 16, 2019 20:02 |
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how did everyone decide psychonauts was some kind of classic? I don't even remember what the gameplay was actually like.
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# ? Aug 16, 2019 20:20 |
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It has very good writing. The gameplay is third person platforming with a lot of bad parts but the story carries it
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# ? Aug 16, 2019 20:23 |
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BexGu posted:Did any one get into the beta for the Double Fine RAD game? Reading the steam forums the game seems pretty fun but really shallow. I played it for around two hours. Was a fun isometric platformer where you hit stuff with a bat. Also had performance issues that have since been ironed out I was told. Never got very far or figured out the gimmick for grabbing items in the pools of toxic water that damaged you.
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# ? Aug 16, 2019 20:43 |
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I played the beta. Was really hard though and I couldn't get past the first boss and each run was too similar to really keep at it.
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# ? Aug 16, 2019 20:54 |
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Jupiter Hell got its first EA patch, adding in energy weapons (pistol, rifle, shotgun), element-based status effects (fire fiends are now much more dangerous in terms of attrition due to burning DoTs), explosive barrels with status effects (very useful when circumstances allow for it, like freezing big dudes), new grenades (EMP, gas grenades that are basically offensive smoke grenades), and other various tweaks. Sadly, it did not resolve the placeholder boss' summons counting for full kills yet, which led me literally being one kill away from 100% and the saltiest I've ever been about JH in my first run after the patch.
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# ? Aug 16, 2019 21:06 |
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come on doom 2 worked this out in the 90s, summons and revives let you get over 100% kills but don't contribute to less than 100%
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# ? Aug 16, 2019 21:17 |
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No Wave posted:how did everyone decide psychonauts was some kind of classic? I don't even remember what the gameplay was actually like. It was a novel concept and good writing from a developer that was already loved for their novel concepts and writing. Also, at the time I got it, I think it was basically the only 3d platformer available for PC.
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# ? Aug 16, 2019 21:31 |
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No Wave posted:how did everyone decide psychonauts was some kind of classic? I don't even remember what the gameplay was actually like. Visual design was fantastic and the writing as already mentioned was very good and the gameplay, while not stellar, mostly kept up.
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# ? Aug 16, 2019 21:43 |
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The gameplay didn't entirely fall apart until the Meat Circus which was at the very end of the game. By that point you were invested enough to either be satisfied with how far you got or driven to complete it.
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# ? Aug 16, 2019 21:45 |
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TBF I think the JH placeholder boss summons less dudes now, considering I'm only 1 kill short instead of 3 or 4. It's just that you more or less need something that can kill them as they appear, because once the boss starts moving towards you, you cannot break focus at all or you will die.
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# ? Aug 16, 2019 21:46 |
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pumpinglemma posted:Has anyone tried Dicey Dungeons? How does it play? To echo the other responses, I've been enjoying it a lot too. At its heart it's a straightforward game of building a loadout and taking it against a bunch of fights, but the abilities have a lot of interesting synergy so there's a lot of potential to build engines, especially on the much weirder characters you unlock after a few runs. My one potential complaint about it so far is that unlike most roguelikes it starts out quite easy; you have to compete a few runs before it lets you run it in more difficult modes. Fortunately it has a lot of modes with a pretty wide range of difficulty and randomness. The modding support seems to be pretty comprehensive too, so that should give it a long tail. It might be worth its own thread if there isn't one already? I couldn't spot one on the first couple of pages.
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# ? Aug 16, 2019 22:45 |
ExiledTinkerer posted:More class and racial finery renewed in Caverns of Xaskazien II~ Caverns of Xaskazien II's itch.io page posted:A rich, graphical game, Also Caverns of Xaskazien II's itch.io page posted:no screenshots EDIT: wait, there they are, what the hell
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# ? Aug 16, 2019 23:13 |
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Question for the thread, an anybody name any examples of Roguelikes with integrated plot metaprogression? The only example I can think of is a PS2/Wii Roguelike called Baroque, where advancement of the story is persistent across runs in what I remember being a slightly nonlinear way. It also integrates the story into the runs, such that you actually can't beat the story on your first time through. An example is the tutorial, which basically tosses you into the dungeon and you expect to die, fast, at which point it spawns you at the town and you start your runs. However you can actually get to the end of the tutorial if you know what you're doing, which gives you an interesting plot hook before it again dumps you in the town. You basically have to go and do specific things and then die to progress the plot, but they aren't really signposted and the whole experience is...sometimes frustrating. This seems like something that would be an interesting idea to play around but I can't really think of any games that do it. I remember Breath of Fire: Dragon Quarter was supposed to be a game you did a bunch of runs in? but my only experience with it is watching speedruns, and those just blow through the whole game real fast.
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# ? Aug 17, 2019 03:05 |
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Everspace
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# ? Aug 17, 2019 03:08 |
Yeah Everspace is the only thing I can think of that really fits that description. It even explains your multiple deaths/attempts via clones.
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# ? Aug 17, 2019 04:18 |
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Heat Signature has the ongoing liberation campaign your ill-fated rebels are undertaking, but it's kinda light on the narrative fluff.
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# ? Aug 17, 2019 04:27 |
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The Hades game on the Epic Story handles it pretty well. You play the son of Hades and every time you die you just go right back home. The story expandes the more you die and talk to people.
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# ? Aug 17, 2019 04:42 |
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BexGu posted:The Hades game on the Epic Story handles it pretty well. You play the son of Hades and every time you die you just go right back home. The story expandes the more you die and talk to people. Yeah that's a really cool part of Hades. Friendly NPCs in the hub will have different dialogue depending on how you died, where you died, etc. Also bosses will have different dialogue depending on whether you defeated them last time you fought them, or you killed them, or whatever. (I was also really impressed when I entered a boss fight with only a sliver of health on my bar and she taunted me about how I've already done most of the work for her -- felt very natural) It does an excellent job making "runs" feel like one part of a comprehensive story
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# ? Aug 17, 2019 05:08 |
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Angband 4.20 is out, looks like there are some new classes. http://rephial.org
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# ? Aug 17, 2019 05:10 |
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MORE TAXES WHEN posted:Question for the thread, an anybody name any examples of Roguelikes with integrated plot metaprogression? Necrodancer. The different difficulty modes are selected by playing as different characters; Cadence, Melody, and Aria's play modes have associated cutscenes that connect together and tell the overall story of the game. It counts as metaprogression as you have to unlock Melody and Aria by completing runs with prior characters. By a similar token, Monolith has Normal and Hard difficulties represented by different ships, and it's pretty clear that Hard happens after Normal. Monolith doesn't have a lot of plot, but it doesn't have none. Everspace is a lot closer to what I think you're talking about though. Maybe Azure Dreams also qualifies? It has a sort of dating-sim mode in the town at the base of the tower, and you can progress in that as you make attempts at climbing the tower.
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# ? Aug 17, 2019 19:04 |
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MORE TAXES WHEN posted:This seems like something that would be an interesting idea to play around but I can't really think of any games that do it. I remember Breath of Fire: Dragon Quarter was supposed to be a game you did a bunch of runs in? but my only experience with it is watching speedruns, and those just blow through the whole game real fast. Yeah, Dragon Quarter isn't randomised but kind of has a permadeath mechanic - you can make soft saves and hard saves. Soft saves are deleted as soon as you load them so you don't lose progress; hard saves aren't, but if you revert to one you lose most of your accrued character progress. Losing fights in DQ is kind of difficult since your protag can godmode at-will, but it runs down a timer that leads to an unavoidable game over. Restarting from the beginning lets you keep your characters' gear and a limited allocation of items, as well as any unspent XP (there's two XP resources, one which is gained immediately and one which you can choose whether to spend). Successive runs unlock additional scenes, which gives you more information about the plot, and completing the game gives you a rank based on stuff like speed of completion and final character level. Your rank controls what areas you're allowed to access and additional cutscenes, so if you complete the game really well you get to see more content. I really liked Dragon Quarter, but never 100%'d it, partly because getting the best rank required you to defeat a secret challenge dungeon.
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# ? Aug 17, 2019 19:36 |
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# ? Apr 28, 2024 17:28 |
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MORE TAXES WHEN posted:Question for the thread, an anybody name any examples of Roguelikes with integrated plot metaprogression? Shiren the Wanderer did this on a small scale, where the two towns in the game had small story-lines involving townsfolk that you could progress over a number of runs.
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# ? Aug 17, 2019 20:08 |