Temple of The Roguelike Forums
Game Discussion => 7DRLs => Topic started by: NikB on March 14, 2015, 04:26:21 PM
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(https://db.tt/5ZOzvfbn)
Features
- Deterministic tactical dice-based combat
- Locational damage
- 12 weapon types with special abilities
- More than 20 items adding depth to combat scenarios
- 4 enemy types
- 4 levels
- Boss fight
Play? (https://db.tt/JDdegTS0) (Windows, 10.2Mb) | DevBlog (http://ampersandbear.tumblr.com) | Twitter (https://twitter.com/ampersandbear) | itch.io (http://nikb.itch.io/malleus-goblinficarium) | GameJolt (http://gamejolt.com/games/rpg/malleus-goblinficarium/54134)
7DRL version (https://db.tt/pfw6wcs7) (Windows, 2.22Mb)
Post-Compo version (http://db.tt/XU16puDJ) (more user-friendly)
Note: this game is definitely a roguleike, though not-so-traditional one. Thus don't ignore tutorial.
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Awwww, man, I didn't think that this game will be sooo awesome. Congrats!
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Hey, thanks a lot, Avagart!
By the way, what made you think that the game isn't fun / interesting? Titile? Description? Screenshots? I just want to know as a developer.
(Asking because it seems like no-one even plays it)
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Experience.
Every year (apart from more or less good roguelikes) are created a lot of 7drl games which have nothing to do with roguelikes. Very often this non-roguelike games are (more or less) shitty, if you'll pardon that expression.
Judging by the description I was expecting another underdeveloped and unbalanced non-roguelike-game, which have only good idea and/or graphics.
Thanks for the nice surprise :)
edit: capitalize title not associate well.
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Thanks for the notes!
-Updated post-
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Interesting game. Roguelikeishness is a bit of a stretch here :P but it's fun, clever, and well designed. My only real criticism at this point is that I keep forgetting which stat is which. A label would have been nice. Green is accuracy but the others...I never remember.
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My only real criticism at this point is that I keep forgetting which stat is which. A label would have been nice. Green is accuracy but the others...I never remember.
Indeed. After a few games I remember all, but at beginnins I had problems. Small label near die or window/box appearing when player hover mouse over die...
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Just made a version (https://db.tt/XU16puDJ) with hints, for easier stats recognizing. Hope that helps.
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Just made a version (https://db.tt/XU16puDJ) with hints, for easier stats recognizing. Hope that helps.
Excellent! Thanks for that.
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Yup, this is what I had in mind (...if this is correct gramma form...). Thanks :)
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Yup, this is what I had in mind (...if this is correct gramma form...). Thanks :)
Perfectly correct grammar. :)
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I wanna heal my wounds, using items, maybe after a few fights... Is it possible?
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There's scroll of life. Very rare, though.
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Amusing bug:
Let's say I have a yellow die and a red die. I can switch the order of those two dice indefinitely. Not only does this scroll the dice off to the right, but it also increases my stats.
This works with any color except white as long as you have a yellow die and a die of that color. White dice sort of disappear if you rearrange them. I think you might be able to do it with two dice of the same color, but I only tried with yellows. If you have a yellow, red, and green, then you automatically win that round: you can hit the enemy's face without fail.
I won using the bug on my first try. Really fun game, bug or no. I had a basic hatchet (4 speed, 4 attack) for most of the run, and I wished I had stumbled onto something better. And that's probably my only complaint: loot drops seem totally random. I think I'd enjoy being able to choose between two enemies on each pre-demon stage, seeing in advance what (or at least how many) items I'd get.
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And another bug. Or feature, but I don't think so.
If both fighters have wounded legs, player who first hurt enemy still have 99speed and this enemy still have base speed. I think that if both have wounded legs, (de)buff should be canceled and fighters should have base speed.
edit: Hm... Recently yellow die doesn't buff my attack. I should have 10 (3 base, 6 yellow, 1 stamina), but game count 4. I cannot replicate this bug.
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Thanks for the reports! The bugs will get fixed soon!
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Brand-new Malleus Goblinficarium is now live.
- Soundtrack by Sleepnaut (https://soundcloud.com/cotton-in-law) (@chromastranger)
- SFX
- 4 playable character classes
- Travelling merchants
- New item type: potions
- New scroll: scroll of blind
- New scroll: scroll of fury
- New armour mechanic
- New, more challenging boss fight
- Detailed statistics on your recent runs
- Weapons re-design (including new dagger, scimitar, hatchet and mace abilities)
- Interface impovements
- Better tutorial
- Tons of bug fixes (without exaggeration)
Play? (https://db.tt/JDdegTS0) (Windows, 10.2Mb)
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Great news! I'm going to play.
Now.
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THIS IS SO COOL.
I just beat it. I had a wounded chest and broken hip and somehow was able to stab the last boss in the face with a single point above their parry. Really good showing here.
To clarify, I think I was playing the original version.
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The updated version has some nice new features. I beat it after several attempts, but I am currently having no luck with the rogue, who leans heavily on the presence of big red dice to get anything done before his stamina runs out. Am I missing something, or is the second character not very good?
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Every unlockable class is designed to be harder than the previous one.
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Are you going to develop MG further?
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Yes! You can follow game's development here (http://ampersandbear.tumblr.com/). I post MG-related things on my Twitter (https://twitter.com/ampersandbear) as well.
But I will no longer be publishing public builds, since I want to see my game on Steam Greenlight one day. Drop me a line (nikb.main@gmail.com) if you would like to play the latest alpha build though!
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Malleus Goblinficarium is a really cool game, I love it! In some way remembers me FTL's experience: first games with a lot of deaths, then after few run a nice experience. Graphics is okay, well done for a 7DRL !
About inventory and weapons: i like to see more weapons, because choose right weapon is a key point of decision in MG!
Really solid concept, looking forward for more development!