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Messages - red_kangaroo

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Early Dev / Re: City of the Damned
« on: May 18, 2017, 09:35:39 AM »
I like the game more and more. :) So please forgive me for the barrage of thoughts and ideas below. ;)

That new angel power is quite useful! Could we maybe get a PgDn/PgUp scrolling for the "seen monsters" sidebar, so we can more easily check how many monsters do we actually see through the shared mind?

What about archangels getting wings, so they can fly around the town? Having a map with z-levels is very cool, but unfortunately only thieves really use it to a greater extent. It would also make archangels feel very different from archdemons. Speaking of archdemons, maybe they could get a new active ability Breathe Hellfire? Not that they would be too weak, but giving them a ranged attack would again make them feel unique. It's not really common for me to get up to arch-anything, so if both archangels and archdemons had a special ability, it would make it quite a nice reward for getting there.

I like the new Satanists, their abilities definitely make them play uniquely. However, what if they also got an ability similar to teh "follow me" order of chaplains, that would only apply to undead? That way you could actually lead a force of zombies against the angels, not only sit back and try to bolster demonic forces.

Speaking of undead, would it be too much of a hassle to split the demons counter and add a new one for only undead? My last game I won as a Satanist, I had a total of 100 demons... I was creating undead like crazy, plus I haven't actually seen a living demon for most of the game, so I would like to know if any demons survived, or if the angels were overwhelmed by my zombies. :D

The new ability to sacrifice a host makes hosts actually have much more use, IMO!

Maybe soldiers could get a very limited amount of consumables, so that they have a resource to use in need, just as angels and demons have power? Something like starting with a medikit, or several grenades that damage everything in a 3x3x3 globe. It could also be fun to try to assassinate soldiers with a thief to get to their medikits. :) Of course, supernatural creatures would not be able to use medikits. :)

BTW, is it guaranteed that the map will contain the required 1500$ for the thief? On some smaller maps, I don't know where else to look to find enough. :) What if all humans dropped a small amounts of cash, so the thief is pushed a bit into exploring the battlefield and looting the dead? And if a Satanist sees him there, the thief could get a nasty surprise. :D

Finally, what if the end game screen always shown how many (and maybe which) creatures the player killed? To compare with the creatures that earned a title. Some new titles would also be fun:

The Necromancer: who raised the most zombies, so that the player can see how good he was in comparsion :)
The Evil Spirit: most possessions, now that it's quite possible and useful to possess multiple times
The Scrooge: most gold collected (because I sometimes collect it even when I'm not a thief, why would you leave money lying around, right?)

Once again, thank you for the game. :)

Early Dev / Re: City of the Damned
« on: April 26, 2017, 08:34:49 AM »
I haven't played the original 7DRL, but this game of yours is great!

I quite often die with my angels when I try to slay a demon and get jumped by several summoned ones, or archdemons. :/

I like playing demons - just find somepeople to slaughter and gain power, then find an angel, summon help, wait for the summoned demons to kill the angel, or try to get the last hit yourself, then attack the demons weakned by the fight. :P Only thing is I wish I didn't automatically try to possess the first human I attack - it's often better to kill it and gain the power than possess it and have it revolt at bad times.

Thieves are cool now I can sneak through windows and avoid everyone much more effectively.

I once managed to kite an archdemon to death with a scout on horseback. I felt so proud of my guy. :)

I wish Satanists could raise all the dead humans as zombies, if they survive long enough. Thus you could have to prioritize finding and killing them if you don't want the endgame to become a chatoic battle with a new threat.

7DRLs / Re: Hero Trap [7DRL 2017 - Finished!]
« on: March 20, 2017, 05:02:31 PM »
Haha, I think you haven't played recently,  ;).

I'm caught red handed. :P Yeah, I was travelling these past few days - it's great to get yourself outside for a night or two. :)

Shiren The Wanderer has a monster that turns your items into riceballs, and it's one of my favorite roguelike monsters.

I haven't played Shiren, but that does sound good. Monsters whose attack can sometimes actually be beneficial to the player are cool. :) In Ragnarok/Valhalla, for example, there is a mage whose spells polymorph your inventory - a true disaster if you get your equipment and priced scrolls tunred into junk, but you can also drop everything but junk and do some third-party assisted polypiling for better items. I personally like such trade-offs.

However, in Hero Trap specifically I think an unlucky roll on an item destruction could make the game unwinnable really easily.

Yeah, that's definitely true.

Finally beat my own game.

Wow, congratulations! :)

7DRLs / Re: Hero Trap [7DRL 2017 - Finished!]
« on: March 17, 2017, 10:24:56 AM »
I wanted to ask: can we expect to see a monster similar to Brogue's monkeys? They could make quite a nice easy monster.

Thinking about it, a monster that can polymorph items / teleport items from inventory, but is slow and thus can be generally avoided, could also be an interesting encounter. :D

(BTW, I'm the same kangaroo from reddit.  :) )

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