Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Gamer_2k4 on February 05, 2008, 04:34:28 AM
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This is the big day: The first public demo of Labyrinth of Reptoran. This is a pretty big deal to me; I've been working for about five years (off and on, in several languages, with more than my share of rewrites) to get this program to the point that it's at now, and I'm very satisfied with the results. Development is moving along smoothly, and I hope to get the majority of the game done by the end of this year. If you like the game or have suggestions or bug reports, feel free to post here or on the forums. Details about playing the game can be found in the included readme file.
Homepage: http://reptoran.rogueforge.net/
Forums: http://reptoran.rogueforge.net/forums/index.php
Roguebasin page: http://roguebasin.roguelikedevelopment.org/index.php?title=Labyrinth_...
Download: http://reptoran.rogueforge.net/files/LoR.zip
Version History: http://reptoran.rogueforge.net/v030.html
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Congrats! Downloading it now. I'll report back with observations/comments/etc... later.
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I downloaded it but its windows only so no go here :/
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I played around for this for around 5 or 10 minutes. This is all the time I have at the moment. So far I am liking what I see, and look forward to being able to play it longer.
I personally love skill based systems. I am glad to see another game with one.
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Congratulations!
It looks and feels very roguelikeish :)
The game went into an infinite loop, I guess, at dungeon generation. I was going down the stairs to the 3rd level, and CPU usage got stuck at 100%, and I never got to see the next level.
It definitely looks like a solid base for a good roguelike! The movement, skill, combat and dungeon generation systems all seem to be in place and working! The dungeon also goes very much along with the theme! Maybe you could make some vision-blurring or blocking fumes here and there, that would definitely give it more personality!
Looking forward to the next release! I'll try it again and let you know if it blocks again!:)
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Blocked again on level 3, going down to 4 :( That's one more level I played though ;)
Also, I forgot: I really like the bar detailing the enemy's life. It's good, useful information that you can only obtain by (l)ooking at monsters in other roguelikes. And also, skill-based systems are the shiznitz! ;)
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The game went into an infinite loop, I guess, at dungeon generation. I was going down the stairs to the 3rd level, and CPU usage got stuck at 100%, and I never got to see the next level.
[snip]
Blocked again on level 3, going down to 4 :( That's one more level I played though ;)
That's really strange. It's happened about 5 times to me over the course of several dozen (at least) characters; and here, twice in a row, the only times you played it? I'll definitely need to look into that.
Also, thanks for all of the compliments; a developer loves to get feedback (especially positive feedback =D ).
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Cool game, gave it a quick play. The only real problem that I have with it is the UI, it's not very intuitive (but not totally unusable), and more status messages would be cool. I guess I'm just spoiled by Crawl, though.