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Yeah I'm not a fan of the consumable stuff in Tangledeep. The healing flask was a great compromise between the usual consumable hoarding and stuff like ToME's infinite use infusions, but then you had a billion different food items. Apparently the sequel will instead have you enter a dungeon with a set "loadout" of consumables which refresh each time you start a new area which sounds way better.
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# ? Mar 17, 2021 12:49 |
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# ? Apr 29, 2024 16:37 |
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Tonfa posted:My Tangledeep experience was getting overwhelmed by the myriad different types of food consumables combined with 0 natural regen meaning You have the recharging health flask. Consumables are more for the tough fights.
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# ? Mar 17, 2021 13:26 |
just fyi tangledeep has a daily/weekly challenge mode and many of the challenge conditions make the game fundamentally better. "regenerate health out of combat" for both the player and monsters is almost always included as a modifier for example. there is no time limit on how long you can keep a save with a particular set of challenge conditions, you just won't submit to the leaderboard if you finish after the challenge is over, and you can do multiple runs on that file. for example, this is the most interesting set of modifiers i've ever found and 80% of the time when i start up tangledeep i use this file.
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# ? Mar 17, 2021 16:47 |
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Your don't need to select daily/weekly challenges to use those conditions, you can use them in normal games. See what I said about them being too hidden?
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# ? Mar 17, 2021 16:49 |
Turin Turambar posted:Your don't need to select daily/weekly challenges to use those conditions, you can use them in normal games. whaaaat
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# ? Mar 17, 2021 16:51 |
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Jazerus posted:whaaaat Yeah dude. My complete tangledeep run I used most of those but the one that really made the game click was regen out of combat. It took the whole food cognitive load problem out of the game and made it way better. Also adventure mode is almost required if you really want to engage with all the sub systems. My end run was something like 40 hours after doing the new game +++ or whatever the end was. Also the newish journeys/stories stuff was a lot of fun.
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# ? Mar 17, 2021 17:15 |
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Jazerus posted:whaaaat And also where? I bounced off Tangledeep hard, but those mods would probably make me give it another shot.
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# ? Mar 17, 2021 17:18 |
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Duderclese posted:And also where? I bounced off Tangledeep hard, but those mods would probably make me give it another shot. I think it’s when you are picking your bonus traits there is a link at the bottom with some options
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# ? Mar 17, 2021 17:23 |
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In the 'feats' page, in the bottom part:
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# ? Mar 17, 2021 17:29 |
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Turin Turambar posted:In the 'feats' page, in the bottom part: Was this always there, or did it get added later? I personally never had trouble with the resources not regenerating but I did have huge anxiety over food in DCSS, and I'm not sure how that makes any sense. Maybe it's that in Tangledeep I accrued resources faster than I used them so I just never worried about popping a tent to heal, but DCSS had rotting and weight limits so it was harder to accumulate an ever-expanding food stockpile. Tangledeep thankfully has no weight limits, so the only real decision on resource usage is "Is my usage outpacing my inflow?" The are no spiky mechanics like with food in DCSS where you might have to budget for not having access over a section of the game. I think the majority of people who tried the game disliked the non-regenerating resources but I kind of liked it? I certainly ended up using more consumables than I do in other games, and it successfully broke my "might need it later" barrier.
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# ? Mar 17, 2021 18:02 |
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MORE TAXES WHEN posted:Was this always there, or did it get added later? I think it was always there. At least since I started to play, which was a few months after release. IMO, it's two things bad together. One, it's kind of hidden as explained. And two, it's a 'make up your own custom difficulty setting' thing, which is very nice but it shouldn't replace a easy/normal/hard modes. I say this because I know some people that dislike having to use something like this, they want something clear, easy and definitive.
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# ? Mar 17, 2021 18:13 |
i think non-regenerating resources is fine, but i'm not sure the rest of the design of tangledeep supports that dynamic enough for it to work without making some people anxious. like, the endlessly respawning monsters combined with non-endless resources means that there is the potential for you to be in a walking dead state if you fight random monsters too much. even if the odds of that are slim, some players will subconsciously realize it's possible and feel overwhelmed by it
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# ? Mar 17, 2021 18:19 |
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i find tangledeep to be an incredible rpg and a sort of frustrating roguelike, very happy for the options to make it the game i like
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# ? Mar 17, 2021 18:21 |
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Oh wow, I'm gonna try that list. Knocking outthe constant worry that I'm eating too much/not enough might make it click.
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# ? Mar 17, 2021 19:37 |
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Been enjoying CoQ. Didn't expect sonnets. I can pretty easily get through the Joppa quests now, but got blown up by goatfolk a few times after leaving that area. Guessing I should avoid them until I'm higher level. Tried Cogmind, but the text ended up being too tiny for my horrible eyes to read comfortably (even after turning up the font size all the way). Too bad, cause the game seems interesting. Wondering what other roguelikes I should try. I think what I appreciate most about CoQ is that it has a lot of humorous/bizarre descriptions and dialogue. Any other games like that?
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# ? Mar 17, 2021 23:28 |
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IVAN that's a joke please don't play IVAN looking for worldbuilding detail Serious answer: there's nothing quite like CoQ out there, to my knowledge. Not many roguelikes go out of their way to make everything examinable, with evocative prose and everything - most just provide dry gameplay stats and maybe a concise description. And don't even get me started on dialogue; ToME4 has a shitload of that stuff, but it all reads like the lyrics from one of those power metal ballad-songs where somebody recites prose for ten minutes with occasional bursts of guitar work scattered in. e: although I will admit that the Brotherhood of Alchemists guys have some pretty funny dialogue. Agrimley cracks me up every time. e2: oh! I know! If you're at all interested in comedic writing, check out Dungeonmans. It's all exceedingly silly and tongue-in-cheek, but the whole game oozes charm, self-effacing though it might be. Every skill or item has its own goofy description, and the bosses and NPCs have some quite funny lines that lampshade the roguelike genre and fantasy media as a whole. Angry Diplomat fucked around with this message at 01:08 on Mar 18, 2021 |
# ? Mar 18, 2021 01:02 |
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Agreed, Qud and Dungeonmans tone is very different but there is a whole shitload of real craft in dungeonmans writing.
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# ? Mar 18, 2021 01:42 |
I'm making a roguelike. What do you guys hate about the genre, and what do you like? Please assume Turn-Based only.
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# ? Mar 18, 2021 02:48 |
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Angry Diplomat posted:Serious answer: there's nothing quite like CoQ out there, to my knowledge. Not many roguelikes go out of their way to make everything examinable, with evocative prose and everything - most just provide dry gameplay stats and maybe a concise description. Shadow of the Wyrm tries for this, but I don't have enough experience with it to say if it succeeds all the way through. I just definitely got that evocative Qud vibe from it even though it's less complete and more traditionally "fantasy" than Qud is. Dude should definitely play Dungeonmans though (but basically everyone should).
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# ? Mar 18, 2021 03:09 |
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TheDiceMustRoll posted:What do you guys hate about the genre Inventory management quote:and what do you like? Meaningful decisions
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# ? Mar 18, 2021 03:21 |
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Sometimes the game just gives you the win
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# ? Mar 18, 2021 03:30 |
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TheDiceMustRoll posted:What do you guys hate about the genre, and what do you like? I dislike it when games start me out with an incomplete tool set or withhold quality of life features. I like it when games reward you for mastering the systems and not for how much hours I sink into the game. I also love the randomization of rougelikes and I think getting screwed by RNG is fun as hell, the idea of me trying my hardest and playing focused only to get screwed over by random chance just makes me feel like I want to slam my foot on the throttle and see what lightningbolts the god of RNG can throw at me and if I can still take them. What I would like to see is a game that can take a limited pallet of environs and tools and still give it enough variety to make it compelling. Sort of like how there is always the "sewer level" and the "level that takes place in the guts of a huge creature", I think devs spread themselves too thin in creating assets and playstyles for each "level", and if they focused on one thing and honed it to a fierce edge that'd be dope as all hell. As a kid I couldn't get ahold of a lot of videogames so I'd end up downloading tons of demos and I'd replay the first level over and over again. It would be cool to take the concept of "this is the first level" but make it stretch to infinity, procedurally generated from how distant you get from the starting point and not how many stairs you've climbed. But idk how much of that you can implement in a turn-based roguelike. Sorry for the wall, I just have always loved this genre and haven't really talked about it that much.
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# ? Mar 18, 2021 03:49 |
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jasoneatspizza posted:Been enjoying CoQ. Didn't expect sonnets. I can pretty easily get through the Joppa quests now, but got blown up by goatfolk a few times after leaving that area. Guessing I should avoid them until I'm higher level.
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# ? Mar 18, 2021 03:56 |
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pumpinglemma posted:Depending on your definition of roguelike: How do you feel about the idea of firing a gun that shoots other guns that shoot bullets at bullets carrying guns that shoot bullets that shoot other bullets? If your answer is “confused but intrigued” then check out Enter the Gungeon. If we're recommending twinstick roguelites as games similar to CoQ than I think the proper recommendation here would be Monolith. It's at least more thematically similar, although a lot of it's world building is either in the bestiary, or just through the visual storytelling of the enemies and environments themselves, like how many apparent practical uses there are for ghosts.
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# ? Mar 18, 2021 04:23 |
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TheDiceMustRoll posted:I'm making a roguelike. TheDiceMustRoll posted:and what do you like? Please assume Turn-Based only.
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# ? Mar 18, 2021 09:24 |
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Stunt_enby posted:permadeath
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# ? Mar 18, 2021 09:50 |
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ACOPKILLEDMYDOG posted:As a kid I couldn't get ahold of a lot of videogames so I'd end up downloading tons of demos and I'd replay the first level over and over again. It would be cool to take the concept of "this is the first level" but make it stretch to infinity, procedurally generated from how distant you get from the starting point and not how many stairs you've climbed. But idk how much of that you can implement in a turn-based roguelike. There should be more mordorlikes.
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# ? Mar 18, 2021 14:11 |
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Stunt_enby posted:permadeath I cast you out, demon! Begone!
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# ? Mar 18, 2021 16:00 |
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TheDiceMustRoll posted:I'm making a roguelike. Non-Optional Permadeath. Mecha. I want more mecha roguelikes. Give me giant robots.
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# ? Mar 18, 2021 16:29 |
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TheDiceMustRoll posted:I'm making a roguelike. likes: transparent character creation and leveling system, tiles, small maps or autoexplorable big maps, meaningful choice between risk and reward dislike: bloated inventory, alt-tabbing to wiki all the time
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# ? Mar 18, 2021 16:35 |
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Bad inventory for me. Either give me a super limited slot based inventory with meaningful decisions about what to keep and what to leave behind, or let me carry literally everything and give me a good way to sort it.
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# ? Mar 18, 2021 17:41 |
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Support for HJKLYUBN, preferably without my having to rebind anything Auto explore or very interesting manual exploration An extremely easy way to tell when I get a better thing than the thing I currently wear/wield
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# ? Mar 18, 2021 18:11 |
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90s Cringe Rock posted:Mordor is not a roguelike but I spent a long time with the shareware version of it. Oh man, that's the first person one where you explore a dungeon that refreshes every so often? I remember loving that too.
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# ? Mar 18, 2021 19:30 |
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One wish I had for ADOM was that the Infinite Dungeon was more of a true variety dungeon. It's just a basic zero-features dungeon that goes on forever and has no permanent floors. My idea is that it'd instead be made up of chunks from EVERY possible dungeon in the rest of the game. Have super fast floors, fire floors, chaos floors, ice floors; put all the work that went into the other dungeons (most of which no player ever sees or bothers with) into making weird random dungeons to gently caress around in.
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# ? Mar 18, 2021 19:44 |
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Exanima would be the ultimate roguelike. With how the combat works, having random dungeons/enemies/weapons would be amazing.
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# ? Mar 18, 2021 21:10 |
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There are two types of roguelikes: those where removing permadeath ruins the game, and those where supporting permadeath ruins the game.
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# ? Mar 18, 2021 21:14 |
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doctorfrog posted:Support for HJKLYUBN, preferably without my having to rebind anything This would also #1 on my list because then at least I can try out the game comfortably.
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# ? Mar 18, 2021 21:16 |
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Harminoff posted:Exanima would be the ultimate roguelike. With how the combat works, having random dungeons/enemies/weapons would be amazing.
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# ? Mar 18, 2021 21:21 |
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90s Cringe Rock posted:Mordor is not a roguelike but I spent a long time with the shareware version of it. I really liked that concept, but the game felt like a janky bag of beta at all times I think the basic idea of plumbing the depths of one mega dungeon is really compelling though
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# ? Mar 18, 2021 21:28 |
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# ? Apr 29, 2024 16:37 |
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CRAYON posted:This would also #1 on my list because then at least I can try out the game comfortably. If a roguelike doesn't have HJKLYUBN support, at least as a selectable option, I just bounce on it nowadays. I cannot be assed to thoughtfully remap the entire control scheme for a game I haven't experienced.
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# ? Mar 18, 2021 22:54 |