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doctorfrog
Mar 14, 2007

Great.

I have a vague memory from the 90's of a novel about some kids playing DnD, and it would weave in and out of the kids playing, and their characters, who regarded the kids as their gods. I remember one of the characters was robotic in some way and there came a climactic fight where his vision would flicker on and off based on dice rolls, and he was fully cognizant of the dice somewhere, rolling in his god's hands.

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doctorfrog
Mar 14, 2007

Great.

John Lee posted:

poo poo, I remember this one. Hex-based world, and the four players played all their campaigns on their big map, with a bunch of concurrent storylines, and the story jumped back and forth between the characters in their setting and the players outside who were arguing, and the big conflict was that one of the players was bored and wanted to end it in a big Ragnarok-esque apocalypse. There were the ancient Dice of Power, cool crystals that the characters could find... Only thing I can't remember is the name, because it was something super generic like GAME WORLD, so Google's not helping.
This might be the one. The other kids and their avatars were trying to beat the guy trying to destroy it. The only other detail I remember was that one of the players really enjoyed it when they played through the "catacombs," though the others weren't as enthusiastic about it. I remember that because I didn't know what "catacombs" were back then and figured it had something to do with cats. And combs. Mighta had a dirigible somewhere on the cover maybe? The dirigible was able to fly through some anomaly or another because it exploited a simple case of physics and didn't rely on magic (or tech?), which was being nullified by its counter.

doctorfrog
Mar 14, 2007

Great.

It's very casual-roguelike of me that I see a screenshot of Adom with tiles and want to play it, then read about it here in text, and decide that I'm best off going elsewhere.

doctorfrog
Mar 14, 2007

Great.

Johnny Joestar posted:

eldritch is a genuinely solid little game that frequently goes heavily on sale. i recommend it.

Thirded. I've played it in at least these ways of voluntary conduct (some for a very short time):
  • just beat it with the "best" ascension kit available
  • as a stealthy Thief kinda character ghosting the level and stealing everything not nailed down
  • as a parkour dude constantly running and jumping like a loon
  • as a Mr. Magoo tourist who took a wrong turn in a seaside town and doesn't understand what sort of trouble he's in
  • as murderous psychopath who has no intention of leaving the library and just wants to kill everyone as much as possible
  • as a self-educated real estate flipper who insists upon examining every square inch of the map
  • as Burgess Meredith in that Twilight Zone episode, only with intact glasses (he only explores the library)

doctorfrog
Mar 14, 2007

Great.

I wonder if Darklands would qualify as an exploration roguelike. I never got very far in it, but it's so darned intriguing. I think it's the same Middle German map, but with randomized town features, quest locations, and whatnot. It's mostly an RPG sandbox from what I've seen.

doctorfrog
Mar 14, 2007

Great.

Rebel Galaxy doesn't have permadeath, but it takes place in a randomly generated universe each time (same plot, progression, races, etc.).

doctorfrog
Mar 14, 2007

Great.


this image reminds me of playing the Ultima clone on the GamePig crouched in an abandoned room in some awful corridor in System Shock 2.

doctorfrog
Mar 14, 2007

Great.

The term's pretty useful for this thread, except when the term itself is discussed.

doctorfrog
Mar 14, 2007

Great.

Long as we're skewering popular titles for snatching the roguelike name, I mostly consider Nuclear Throne and its ilk to be "random arena shooters." Darkest Dungeon is a "menu battler with animations." But danged if I have any personal need to impose my definitions on another person, call 'em what you like.

doctorfrog
Mar 14, 2007

Great.

I dunno if anyone here considers Zombasite to be a roguelike, but I'm just getting started with it. It is pretty nuts. It's an ARPG with base and squad management, 4X-style diplomacy with rival factions, taking place in a randomly generated fantasy world that has undergone a zombie apocalypse, and the zombies are also evolving.

I just was ARPG'ing my way through the Violent Woodland (its name) killing Zombie Screes, a sort of minor demon, but imbued with special powers due to its being a zombie. (The zombie thing is the fantasy version of a current-age zombie tale, magic/science delving into something it shouldn't, and the result getting stupidly out of control.)

I'm killing screes left and right, somehow getting taunted by other bosses wandering these plains, and as I'm reaching some of them, these named NPCs are killing each other and leveling up. I'm getting scree tails to concoct a potion for one of my clan, who is suffering from petrification and cannot move. I'm down to literally the last of fifteen freaking tails, when I learn that my clan base is under attack from some demon horde of dogs (also zombies) led by a sort of 9 foot tall super human zombie thing.

I manage to get back to my clan, and the entire town has been burnt to the ground, there is no shelter anywhere, and two of my three clan members are almost immediately murdered the second I get there. The only one they leave alone is the one under petrification. Well, I guess that worked out OK for her. The 9-footer who led the attack is killing me left and right, and as he is doing this, he is leveling up, which makes him harder to kill. (I'm able to resurrect because your character has a life-stone necklace, but you take on a stinging XP debt each time you die, blocking you from further character development until you grind it back.)

I only manage to kill this rear end in a top hat because one of my weapons has a 1.5% chance to summon a godlike avatar, and just at the last moment, this actually works and she's about 18 feet tall and starts wailing on this guy. He finally drops, myself contributing very little to the affair. I check the map to find the dimensional warp gate that is letting in all these demon dogs, and break it, just as a tornado touches down on the west side of the map and proceeds to rip through the rest of my town. I've also contracted the zombie virus, the titular zombasite.

Game's a little overwhelming. It's not bad at saving, and this is good because I'm thinking this is all a bit much and I'm going to deal with the tornado tomorrow.

doctorfrog
Mar 14, 2007

Great.

Zereth posted:

The combat in them is pretty clunky and boring even if you DO like diablo style combat

Yeah this is what eventually wore me out on Dins Whatever, ARPGs wear themselves out on me. There seem to be some options that might mitigate this, but by and large I built my characters to have room clearing abilities, which removed a good core chunk of the game. I expect something similar will happen here in about 10-20 hours’ time, but for now it’s bonkers entertainment.

doctorfrog fucked around with this message at 00:06 on Jan 23, 2019

doctorfrog
Mar 14, 2007

Great.

madjackmcmad posted:

Dungeonmans and Tangledeep make the whole screen pulse red and it doesn't help :)

How about a freeze frame near the moment of death, with a voiceover by Waylon Jennings, "Mmm those Duke boys shoulda used one a them potions."

doctorfrog
Mar 14, 2007

Great.

Hooplah posted:

As a counterpoint to everyone saying how great TOME is, I personally have played about 18 hours of it, bouncing off it each time before level 20, because every item in the game has a screen like this


And every enemy has a screen like this


And I get extremely tired of all the stats and abilities I'm supposed to be tracking if I want to play optimally. It's exhausting and not fun unless you're someone like tuxedo catfish who's played hundreds of hours and can at a glance parse out all the relevant info.
:same:
I bought TOME about a year ago and found much of it refreshing and interesting, but the exhausting stat screens are half of why I dropped out. The other half is the mixed praise this thread gives it. When it takes tens of hours to find out whether the part that sounds bad is something I can live with, the opportunity cost pushes me to find another video game to play.

doctorfrog
Mar 14, 2007

Great.

Brief Zombasite update:
I found four survivors in the Brutish Wastes or something like that, three humans and a demon, Pixie or something like that. I had a good surplus of food so, with some misgivings, I recruited them into the clan.

Almost immediately the drama started, like, within five minutes of these clowns bedding down. Two of them can't stand each other, and started beating each other up. Someone put a curse on the entire clan. Then, as I was trying to figure out what the hell that even meant, someone else is deliberately given a deadly poison, and the east gate is mysteriously left open so a demon scout can enter.

Searching the area for "evidence," which turns out to be an adventure-style pixel hunt, I find poison reagents, hexing materials, and our new friends pointing fingers at each other.

Using a special, buried dialog for solving clan crimes (yes, this is an actual game mechanic), I make a wild guess that it's this rear end in a top hat Pixie demon, and accuse him. His happiness goes way down and he starts throwing flaming balls at the nearest clan member, so I kick him out of the clan.

His name changes to Richard for some reason, and he swears vengeance for getting kicked out, moments later dying to lightning burns from yours truly. Then he comes back as a ghost and I have to kill his ghost.

So now I have a cursed town and fatal poisoning to resolve. And two more clan members who are just stirring up poo poo. Thanks, Richard.

doctorfrog
Mar 14, 2007

Great.

My one suggestion for Zombasite is to avoid trying to understand very much of it at first. Don't try to solve every quest (or even most of them), don't collect all the equipment, and don't worry about every town invasion, zombie illness, enemy clan, or your own death.

Just play it for a while as a Diablo clone. Go after a P3 quest or two, and only collect equipment that's really good. Unload the crap loot into your crafting bench so you have repair stuff. Have a plan for crowd control in case you get swarmed. If you get an invasion notice, check your map; if it's just one or two baddies you can often let your clan handle it.

One thing I really love about this terrible game is rolling random weirdo hybrid characters tends to still make for a playable game. Some are better than others, but they all at least feel viable.

doctorfrog
Mar 14, 2007

Great.

Clark Nova posted:

So it's a roguelike about polyamory? Or Wicca?

It's about a fantasy world that undergoes a zombie plague thing, and some ad hoc clans are formed in the aftermath. Your job is to ensure the survival of your clan.

In my first game, I did have two guys who just loved being together. I'd leave them in town most of the time and they'd just continually each visit each others' homes. I'd return with some loot or whatever and visit with them briefly (face time has some temporary buffs), and I'd see icons indicating that they've repeatedly talked to each other, given each other gifts, told each other jokes, stuff like that. They were really into each other. Left alone, their happiness was as high as it can possibly go. This apocalypse was basically Disneyland. So for these two guys, it was about monogamy. I don't know if adding a third person would affect that dynamic, as I don't know yet if jealousy or depression is modeled.

doctorfrog
Mar 14, 2007

Great.

alansmithee posted:

How long are you supposed to survive? I picked this up after the previous discussion, but the leveling seems so slow and every time I've started a city it seems I'll hit a point about an hour or two in where I just stop being able to do any meaningful damage to anything. Then usually some other clan gets mad and attacks me with with nigh-invulnerable demon things, or everyone in town gets zombied and kills each other, or something else where it seems like there's really nothing i can do but slowly die.
Like the other poster said, bail and bring your equipment to the next world at anytime or roll a new character. Ive kept rival clans happy by bribing them with junk I don’t want and solving their quests when I’m in a given area. I generally have enough money to bribe for treaties also. In fact that’s mostly what I use money for, at least right now.

doctorfrog
Mar 14, 2007

Great.

I should mention that I bind pause to SPACE and use it constantly.

doctorfrog
Mar 14, 2007

Great.

Im_Special posted:

:siren: Tangledeep for a dollar :siren:, and some other games.

https://www.humblebundle.com/games/humble-indie-bundle-20

woah, for once the only game I want is at the lowest pay tier.

doctorfrog
Mar 14, 2007

Great.

Yeah, my latest character was doing pretty good, telling his well-fed clan to just relax, until it came time to hunt for more provisions in an area that didn't look out of depth. Two members died in the first twenty seconds of "hunting," had their graves desecrated in the next two seconds, and arose as zombie versions of themselves two additional seconds later. The three remaining clan members' happiness dropped through the floor, two went insane, one immediately changed his name, charged me, and had to be put down. The one who hadn't lost his marbles stole some food, tossed his equipment into a heap, and left down. It was me, four tall walls with no doors, and two clan members, foaming at the mouth and setting fire to the town.

All told, it was a fairly straightforward death spiral.

doctorfrog
Mar 14, 2007

Great.

LordSloth posted:

777? Jackpot at the casino slot machine obviously.

Off the top of my head Tangledeep, Streets of Rogue, and I’m assuming Elona have slots.

Which roguelikes have you enjoyed gambling in?

First one I ever ran into was in Drainstorm. You’d win at draw poker I believe and it would pay out but also pour out: monsters, that is.

doctorfrog
Mar 14, 2007

Great.

Mithross posted:

Someone else posted this:
"Also: you probably turned in lots of quests for the clan that finally raided you. If you turn in quests that are not from your own clan, the other clan levels up!"

which might have been the problem.

Hell, I didn't know this. I guess it's smart to keep on the good side of such a clan, and only do dirty work for clans you can count on, which isn't hard to figure out.

doctorfrog
Mar 14, 2007

Great.

Surprises the heck outta me, but Eldritch got itself an intriguing update, including some new room types and monsters and stuff.

doctorfrog
Mar 14, 2007

Great.

Once playing Eldritch like a Thief: The Dark Project roguelike got old, I had some fun doing wacky sprints through it, and some other voluntary conduct style runs, like exploring every section of a level or never looting the dead so everyone stays a corpse, and trying to knock everyone out on a level. It's a fun FPS playground for around 10 hours or so.

Talking about things one doesn't see the appeal of, all those arena shooting roguelikes look boring as hell to me and stretch my personal definition of roguelike, but I'm ok with others liking them and calling them whatever they want. :)

doctorfrog fucked around with this message at 09:38 on Apr 16, 2019

doctorfrog
Mar 14, 2007

Great.

OutOfPrint posted:

Let me know if you find any. The skills are really weird, and I always hated that "spend points to make skills better" kind of progression, because it means the optimal way of playing is always sticking to one or two skills and pumping them as hard as possible.

I'm cool with it for passive stuff like attributes/ability scores, but for more active things like skills and spells, it drives character builds to repeating the same powers over and over again.

For Soldak games, having something like unlocking a skill per level, then adding points to each of the three sub-classes to increase their power, would work better. Instead of increasing fireball, you would increase fire mage which would then increase any unlocked fire mage skills you have.

That said, I'm totally down for Din's Legacy when that comes out.

Maybe it's sloppiness, maybe the balance is uneven because it's not a design goal. I like that I can roll a random hybrid character and not feel like I did with Crawl, which made me feel like a drat fool for trying to play with fun combinations without being an expert at the game. Each random character feels like I have a shot at making it work, even if some character builds are just easier damage-dealers than others. Put another way, I feel like I can explore a character and have it be somewhat unexpected, just as I explore a dungeon.

This isn't a defense of the game as perfect in any way, of course. Soldak games are just plain rough-edged.

doctorfrog
Mar 14, 2007

Great.

ToxicFrog posted:

(a) I wish I had known that a long time ago and
(b) the game should auto-pause then!


Yeah, poo poo, I still haven't even played Zombasite.

The first thing you should do in a Soldak game is bind 'pause' to SPACE and use it reflexively.

Also Din's Legacy is still labeled as EA in Steam, and the core gameplay is probably about the same as with every other Soldak game, which is basically the 2.0 version of the game that came before it.

doctorfrog fucked around with this message at 03:39 on Apr 26, 2019

doctorfrog
Mar 14, 2007

Great.

netcat posted:

I would probably enjoy boi but the graphic style is so off-putting to me so I've never wanted to even try it.

Yep. Both the general appearance of the game, and the whole trading on tropes of abuse and grossness to make an arena shooter more compelling total up to Not My Thing. Up until this point in the thread I assumed it was universally well-regarded by rogue-likers, though.

doctorfrog
Mar 14, 2007

Great.

Too Shy Guy posted:

I've been playing a lot of roguelikes over the last few months, in breathless anticipation of this day.

Totally > with this




(down)

doctorfrog
Mar 14, 2007

Great.

I watched a preview of Void Bastards and I really liked what I saw. I’ve been wanting a System Shock 2 roguelike since I’ve known of the genre. I also kinda felt that by seeing the preview I’d seen the game. Looks good but like with so many FPS roguelikes, I’m looking forward to what it’s impact is on the next iteration of FPS rogulikes I’m going to be too busy, cheap, or lazy to actually play.

doctorfrog
Mar 14, 2007

Great.

AOCs Pink Pearl posted:

drat I wish it wasn’t $30
I’m poor

Hey there fellow poor, it’ll come down eventually, be patched, have more content, and so forth. Someday. I’m getting the sense that you reach the bottom of the game rather fast for a roguelike, though.

doctorfrog
Mar 14, 2007

Great.

User posted:

Even loaning money to a friend is an implied contract. It might be difficult to enforce, but it exists and it can be breached and remedy sought. Charities can also be sued for not doing what they agreed to do as a condition of the donation. Kickstarter isn't either of those very common cases, so no idea and I hope someone somewhere consults a lawyer and finds out.

Equity-based crowdfunding is another matter. That's somewhere between lighting money on fire and buying scratch-off tickets, but at least the SEC regulates it.

Charles Dickens posted:

"Choose your bridge, Mr. Pip," returned Wemmick, "and take a walk upon your bridge, and pitch your money into the Thames over the centre arch of your bridge, and you know the end of it. Serve a Kickstarter with it, and you may know the end of it too,--but it's a less pleasant and profitable end."

I could have posted a newspaper in his mouth, he made it so wide after saying this.

"This is very discouraging," said I.

"Meant to be so," said Wemmick.

doctorfrog
Mar 14, 2007

Great.

A Robot Named Fight sounds like it is infected with internet humor Boaty McBoatFace thing, so that and the thread's generally not talking about it put it outside my interest. On the ol' wishlist now, though.

doctorfrog
Mar 14, 2007

Great.

Sky Rogue: I like you very much. Would love you with a dynamic campaign over a continental landmass with multiplayer online co-op, and yes I realize these are unreasonable requests.

doctorfrog
Mar 14, 2007

Great.

All Soldak games have a demo I'm p sure. Not Din's Legacy, not yet. But given that each game is basically an iteration on the last one, playing the Zombasite demo will give you a taste of Din's Legacy, and this includes probably most of the monsters. They don't throw anything away and every stitch of the last game will show up, low polys and all, in the next one.

I didn't play Zombasite for more than a couple weeks, but I'm pretty sure I'll come back to it, or Din's Legacy if it's out by then. Certain developers I just buy whatever they last made when they go on a good sale because a) I'll get to it and at least appreciate if not enjoy it, and b) I just wanna fund whatever weird stuff they're doing.

GreyjoyBastard posted:

my favorite dinsgame is Diablo In Spaceships, Drox Operative, because it had a (rudimentary) 4X being played by AIs while you flew around

Haven't played Drox, but I strongly suspect the various tribal interactions in my Zombasite game were the next iteration of that 4X game. 'Cept I was also one of those tribes.

doctorfrog
Mar 14, 2007

Great.

goferchan posted:

I posted one example in my edit but at the end of the day I'd say the fun for me isn't in randomness, it's in mitigating randomness. The fun is in the process of adding and removing cards from a deck over time to turn it into an engine that consistently does what you want it to do , and I like how you literally accomplish that goal one card at a time like some kind of Ship of Theseus poo poo. When every action your character can take is represented by a card in a pretty small deck there's a lot of oomph behind every change you make
For a while I played quite a bit of Star Realms (not a roguelike, but a deck builder) and it took a while before it became about maximizing what the deck seemed to be giving me, and knowledge of what was likely to be left in the deck or in my opponent’s hand. Up until then, it just looked like maybe my elementary strategies got lucky or didn’t, except my opponents seemed to be real drat lucky.

I’m waiting for a good deck builder roguelike to give me that feeling again.

doctorfrog
Mar 14, 2007

Great.

Turtlicious posted:

Are there any surf and sail roguelikes?

I have no experience with either, but 'the Flame and the Flood,' and 'Windward,' both have some sort of procedural map generation and randomness, and take place on water of one sort or another. Is that surf and sail? Maybe not, but there sure is water in them. There's Sunless Sea also.

doctorfrog
Mar 14, 2007

Great.

I’m the one guy who has no particular affection for DoomRL, except for the Derek Yu sprites. Jupiter Hell looks hard to scan and visually very uninteresting. I think it’s going for a security camera kinda appearance? Visually it reminds me of Arcen’s terrible Release Raptor game, which was a deliberate asset flip experiment. I wonder if there’s any interesting way to use the assets as they are, say by leaning harder into the 1980’s space marine movie security camera thing. Like bad chroma key outlining or something.

I just feel like the guy worked so dang hard on DoomRL he should find success in this other thing. I totally understand people funding this and hoping for the best, but being ok with a speed bump.

doctorfrog
Mar 14, 2007

Great.


Neat, I wonder if some of these were Din’s Legacy patches that filtered down. If so, good for them. I had fired this game up again last night and was wondering if I wanted to commit to a new random character.

doctorfrog
Mar 14, 2007

Great.

Zereth posted:

Do not try to play Warframe solo, though. Having other people around to give you advice and explain things and such helps al ot, the game is pretty bad about explaining how it works.

https://forums.somethingawful.com/showthread.php?threadid=3585612 Head over to the warframe thread for more info.

As a counter, you can definitely play solo and be just fine, just ignore that feeling that you have no idea how anything works and focus on enjoying the things that make sense. The other stuff will make sense eventually. However the game has the most painless multi possible and it’s extremely low commitment.

Whether you play in the least optimal way possible or with total perfect knowledge of every system, you’re performing the same missions, executing the same maneuvers, slaughtering the same number of dudes, just with different fireworks. It’s more fun if you just pick an arbitrary goal of some kind than pursue a guided grind.

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doctorfrog
Mar 14, 2007

Great.

Haven't played it yet, but reading about Streets of Rogue reminds me a bit of Survival Crisis Z, a weird, obsolete (?) game that was at least a little bit ahead of its time as an open-city zombie shooter roguelike with that good old low-res creepy computer affect.

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