Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: jere on October 26, 2016, 12:46:18 AM
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http://store.steampowered.com/app/497800
http://goldenkronehotel.com
$4.99
Golden Krone Hotel is a gothic horror roguelike. Fight vampires with sunlight or become a vampire yourself and sneak in the shadows.
- It's a roguelike, really! Turn-based combat, permadeath, and challenging gameplay
- Fully dynamic lighting. Bend light to your will by manipulating torches and sunlight
- A groundbreaking potion identification system that rewards risk taking
- Each run requires you to play as both human and vampire, each with different strengths and weaknesses. Humans are frail spellcasters. Vampires are brawlers with super human speed and strength.
Why Early Access?
“While Golden Krone Hotel is already fully playable and beatable, your support could make the game dramatically better.
Like any other roguelike, the emergent gameplay in Golden Krone Hotel results in a lot of unexpected and zany situations. Fine tuning all that takes time and requires feedback from many players.
During that time, we want to hear all your stories about stupid deaths and hard fought victories. And we also want input from the community on how the game should evolve.”
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Oh, errm hmm. I need to start posting in here more! I've done 4 updates since launching on EA.
(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26549830/30af32290094eace660ecbf6f940d066253e30d2.png)
May update (v0.10) (http://steamcommunity.com/games/497800/announcements/detail/1263670339942346591)
- The tutorial has been improved with some handholding removed and "blended" right into the game itself.
- A Hints system has been implemented to help explain several crucial mechanics.
- Blue, Yellow, and Red Toadstools added. Green Men turn into "Husks" when dying, which can transform into Toadstools at night.
- Prismatic Masses added. They do all 10 kinds of damage and can only be found in the Maelstrom.
- Goblin Anarchists added
- Merchant disguise and achievement added.
- THE MAELSTROM is the new branch, reachable from the River. It uses a kludgy cellular automata to reorganize itself.
- Monster generation has been corrected. With the introduction of wolves last patch, waaaayy too many monsters were getting spawned. Woops!
- Bats, toads, and baby spiders have all been made a bit less annoying.
- The transition between human/vampire and vice versa has been clarified visually. Previously, it was especially confusing because of unread books.
- A less annoying door sound has been introduced. The old one can still be heard occasionally.
- Fixed a game locking bug that happened when the user clicked on Menu while in another menu. Thanks Mitchfynde!
- Difficulty is now on the character sheet
- Added descriptions to each difficulty mode
- Balaurs have been removed from the Pharmacopoeia
- Fixed Stupefy mouse range indicator
- Pools of blood stick around slightly longer.
- Fixed an issue where music wasn't switched out when teleported, only when taking stairs
- Tooltips show up for identified potion icons on the Potion menu
- Blood potion gives a small HP boost when humans drink it
- Right before turning vampire, regeneration goes up 4x. This should prevent a lot of bad experiences when going vamp
- Vampire disguises get to start at night now.
- The Shapeshifter starts during a full moon and Lycanthropy lasts much longer.
- Reworked disguise menu to use relative rather than absolute stats.
- Animated the key icon on disguise menu to make it clearer when unlocks are available.
- Hawkers weren't actually resistant to sunlight, but that's been fixed.
- Instability effects (resulting from repeated teleport magic) have been softened.
- A nifty teleport animation has been added.
- Moroi have been made much weaker, but now give the Vulnerable status.... which is really scary!
- Examining a sunlight/moonlight tile now says something about the light there.
- Miasma has been buffed a lot, but has a chance to poison now instead of confuse.
- Combustion and particularly Volatile Poison have been made MUCH more useful. Hint hint.
- Added a Confusion icon
- Monsters are now generated away from staircases to discourage a reliance on stairdancing.
- Put in a decent message in case save file loading fails.
- Fixed a common problem where players would fire their revolver in the wrong direction because they moved their mouse when intending to just click.
- Apparently several monsters that shouldn't have been regening health were in fact doing so. That's fixed.
- Lore books are now collected in the Books & Letters menu. The opening letter will no longer be shown by default.
- Drop caps (the super cool huge letters that begin chapters in old books) have been added.
- Some file writes have been made asynchronous, which should prevent some hiccups.
- Stritiba renamed to Cragsbellow to help with pronunciation.
- Death tips font made much bigger.
- Cancel option added when trying to forget a spell.
- Plate and leggings auto-equip wording clearer.
- Beds give a hint about how to rest.
- Input delay added to certain menus to prevent accidental selections.
(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26549830/8f404c97857570ad8dd90494f150b52e14b4bbf1.gif)
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Excellent looking gains. 8)
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Congrats! Looks great, as always. Are you using Steam only as store, or GKH is protected by Steam DRM?
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I didn't add any extra DRM or anything. I think there is an extra DRM wrapper you can opt for, but I haven't looked into it having no interest really.
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So, I decided to buy (5$ is not a big deal even for such a steam-hater as me), and I can confirm that GKH works out of steam flawlessy. It will be nice to *feel* all the changes since 7DRL release...
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Awesome! Let me know how you get on with it.
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Tutorial, I didn't expect that, especially with storyline! It's really nice done, jere.
I have mixed feeling about graphics and UI style. In overwall, it looks good, but I see... inconsistency. Most fonts you are using, icons, buttons, borders are really smooth. But dialogue boxes, main menu, and minimap are pixelated / bulky / rough, like 8/16-bits era. It just doesn't fit each other. If I were you I'd stick with one style. Especially minimap is obtrusive, are you planning to change its design?
I love diversity between playing human and vampire (personally, I prefer the latter ones due that great-in-own-simplicity stealth system). Pace of transformation from human to vampire is surprisingly fast. It's not bad if the number of potions are sufficient enough, but I can't evaluate it now.
Gameplay is really smooth and pretty dynamic - at least early game, I didn't manage to reach midgame yet. The sun rays mechanics is great, for both killing vampires and being vampire.
But OK, I grumble a bit, but I had really fun time with GKH. I reached 6 level already, just decided to unlock alchemist.
Unfortunately, I encountered issue(s). One or two only, nothing major, so it's good info I think ;)
After toggling fullscreen (so, entering windowed mode), the side scroller doesn't adapt well for new screen height - it's necessary to manual resize screen height (http://imgur.com/a/oZ5lN). I encountered similar issue when I was trying to enter fullscreen again - it looks like window size changed, but workspace not (http://imgur.com/a/3jtO9). It fixes self when player re-enters main menu.
The down arrow of scroll bar always hide self out of window. When I resized window to see that UI element, then back to the game and back to the options menu again, the down arrow was out of the visible screen again. Probably I could resizing window ad ifninitum. (http://imgur.com/a/q7eVO)
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Thanks for the feedback!
I've known about the resizing issue. I'll try to tackle that soon.
I'm planning on making menus fancier, but not sure what else to do with the minimap or main menu. I was pretty happy with those. Hmm.
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If you are not happy now, I'm sorry, it was not intended. :<
Main menu is OK, don't think about that :)
Minimap... It could be just more subtle. Now, minimap is screaming because it looks really vivid in comparison to colour scheme you are using. If you don't mind, I have few suggestions, especially if you don't want to rewrite minimap. So: a) using darker palette, and/or b) scale map size a bit down. Also, border around the player is not necessary - it can overwrite other map elements, and player is unique map marker already, so easy to track without that red, big square.
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Nah, I just meant I was satisified with it.
The thing with the minimap is people already rarely look at it and I don't want to have them completely ignore it. I could probably tone down the colors though.
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v0.12 (http://steamcommunity.com/games/497800/announcements/detail/1446075097608659692) brings Mac/Linux support, an ASCII mode, 8-directional movement, bump animation, and a new class.
Changelog:
- Mac and Linux now supported. Please let me know if you have any problems.
- Optional diagonal movement added
- ASCII mode added
- Bump animation added
- You can now Examine with keyboard (press V) and hovering over tiles also displays their name
- Added a "Confirm dangerous moves" option. If you die to sunlight a lot, this might help
- Berserker class added
- Shapeshifter now turns into a wolf whenever in moonlight
- Spiridus and Moroi toned down a bit. Moroi range reduced
- Options menu reorganized and several new options added
- Sound play when selecting options
- Added highlighted text to tutorial to make it easier to understand
- Fixed a very weird bug with ice/stairs that created ghost enemies that could be killed infinitely
- Fixed a crash when playing the game outside of the Steam client
- Fixed an issue with the revolver cancellation not clearing selected tiles
- Fixed an issue with certain attack types being displayed
- Fixed an issue with rebinding ESCAPE/ENTER
- Fixed the display of 1HP in morgue files
- Fixed an issue with ring display in morgue files
- Fixed an issue with resting while poisoned/burning
By the way, Avagart, I fied that resizing issue some time ago.
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Golden Krone Hotel has launched out of Early Access! It's currently running at a 20% off launch discount.
ALSO
Right now (October 26) we're running a release party including a giveaway and competition! Please join us.
(https://i.imgur.com/9fNqpAa.png)
http://www.goldenkronehotel.com/releaseparty/
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Is it possible to play without Steam without crashes now?
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I'm not sure who reported it, but yea I fixed an issue where achievements were crashing the game when playing outside of Steam. That was several months ago.
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Ouh. I reported that, and I somewhat manage to skip information about fix. Thanks, jere :)
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Been working on a final update to the game for many months. It's done, so the game is done. Details below...
Some roguelikes never cease development. Well, this ain't one of 'em.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26549830/9c3451e57d82412a51c9a73b697c388c338a15e8.jpg)
When Golden Krone Hotel was released last October, it was absolutely a complete experience, but a handful of things never made the cut. With this last update, the game is as exactly as I envisioned when I first decided to expand it from its humble Seven Day Roguelike origins.
Six new branches have been added bringing the total number of floors on each run to 27! Controller support is finally here as is clouds saves. Nine new achievements were added.
Hawkers are now friendly so you don't have to tip toe around them.
Several new monsters are introduced with this update including the Devourer, a vampire that can teleport to pools of blood. Other vampires now drink blood off the floor just like the player does.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26549830/c9cc3f827a163b8274fbba5b6cdc024f392fc365.jpg)
The Underworld has been reworked to make it more varied, interesting, and fun.
Lore is now permanently collectible and a ton of books, conversations, and even a world map has been added.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26549830/e885e7380d5a85f9cdfbb0e8391e75a0e562dfdd.jpg)
A hotel map provides the location of hawkers, chests, and bosses.
New spells, new potions, and a new vampire ability are in the mix.
Dozens of other changes listed below....
Have fun
Enjoy the update, let me know if you see any issues, and one last favor: please add a review to the game if you enjoyed it.
The game should be going on sale within 24 hours.
Thanks for all the support, my kronies!
Changelog
- Cloud saves
- Controller support
- Zoom level to help with odd resolutions and playing on a TV
- 2 new guaranteed branches:
- HEDGE MAZE
- HIVE
- 4 new random branches (you'll see 2 of these each run):
- LABORATORY
- RAFTERS
- WATCHTOWER
- WORKSHOP
- Added Fede ring. It gives a spell power bonus and can be found in one of the previous two branches
- Hawkers are now friendly all the time
- Prices in the hotel have doubled
- New vampire to fit in for the Hawker: Devourer. This one is bad ♥♥♥
- Other new monsters: Elder GreenMan, DeathCap Toadstool, Electric Golem, Magma Golem, Artificer, Gargoyle, Naiad (water nymph). Mother♥♥♥♥ing Bees!
- WARP has been removed. I finally admitted to myself that it was useless.
- Two new spells: GLACIATE and QUAKE
- New demon blood ability: QUENCH
- Demon blood abilities are now randomly swapped out periodically when you have a full set
- Demon blood abilities are easier to acquire the fewer of them you have (first one is guaranteed)
- Minimap can be expanded
- A hotel "overworld" map can be access with 'I'.
- Expanded and rewritten lore and some more conversations. 40+ pages to collect, plus an infinite procedural "Song of Blood"
- An actual overworld map is one of the things you can collect, which is totally pointless but cool!
- New potion: BIG. The berserker starsts with it now.
- New potion: Clarity
- Condensed intelligence and mana potion into one way more useful potion, which is now given to the Scholar
- Merchant gets a bonus $100 to start
- Walking on stairs automatically tells you the destination
- Mana increase per level simplified (2mp/level)
- Fixed a crash bug which happened when falling through a pit onto ice
- Enemy vampires will drink blood just like you do. Some vampires will even go out of their way for it. The player now bleeds.
- Strength, which was significantly underpowered compared to dexterity, now gives a percent damage reduction (1.5% per every point above 10) on top of it's previous function.
- All the statuses have been stylized
- Added organs. Examine to play (V/select)!
- Added Time Crystals
- Blast damage reduced per hit
- Examing a sunlit staircase gives the proper description
- Tile animation is slowed down when the game is struggling. I *hope* this helps with performance somewhat
- Items can be picked up on lava/water
- Water + lava = stone
- Fixed a very elusive portal spawn bug
- Windows are brightened even when unbroken and even a bit before sunrise!
- Sunlight on windows has been added to minimap
- Added note to options about Numlock needing to be off for diagonal movement
- Thumb ring nerfed (100% -> 33% crit chance)
- Dummy status when submerged
- New floor sprite on main floors
- More potions made optional per run, so you get more variety
- Confirm default moves is now on by default, but way better
- Wolves are friendly to werewolves
- Hunters buffed slightly
- Burning monsters now give off light
- Invisiblity no longer prevents enemy spell casting when adjacent
- Solomonari now have colorful robes to hint at their chosen spell
- Turn count added to UI
- Morgue auto-upload turned off by default
- Random class selection
- Lots of Underworld changes
- Underworld no longer reenterable except through recall potions
- Armor now spawns in Underworld
- New item: Arcane Hammer. Increases your lowest gear by +1. No limit.
- Power curve in infinite levels retuned
- Blood drops on ice
- Too many balance tweaks to mention
- Each Underworld level has a distinct look and layout and set of monsters rather than all being a generic underworld cave setting
- Sometimes multiple Baron bosses can spawn
- Barons have a wider variety of abilities
- Some more Baron appendages
- Treasure levels that spawn about 10% of the time
- Cancelling Grimoires gives +1 MP
- Tooltips on spells/abilities can be accessed through V + 1-4
- Fixed an issue with remapping 0 or ` keys
- Text fix on 1 gold piece
- Distracting console messages removed after examine/revolver modes are exited
- Casting a spell now ends the turn for any monster. No more one turn deaths from Gorgon Queen
- The encounter with Fane has been altered slightly
- Fixed a light bug with TEMPEST
- Fixed incorrect key hints bug
- Fixed selectable loading screen
- Fixed Gallery crystal display cases that were accessible with 8 way movement
- 8 way vs 4 way movement is locked per run
- Fixed a display issue with vampires sometimes having .5 extra MP
- "Delete save" button has been renamed to "Delete current run" for clarity
- Fixed the remapping of CONFIRM
- Now allowing UP/DOWN/CONFIRM to be used on menu lists even if they are mapped to A-Z. But beware if using this feature! It will preferentially select the enumerated menu list item before your command (e.g. picking
instead of DOWN) - Shift movement no longer brings up Confirm Move warning but instead stops early