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Messages - flithm

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.1)
« on: January 04, 2014, 04:17:08 AM »
The new hotfix works great in that I can load my savegame but when I deliver the rotberry seed the game crashes.  In the save game I already have the rotberry seed and after it crashes it's gone from my inventory but I can find it again on the level.

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Traditional Roguelikes (Turn Based) / Re: 1.6.1 released!
« on: January 03, 2014, 07:28:13 PM »
It seems my save games from the previous version are no longer valid?  I just get an error when I try to load them, but I can start new games.

Is this intentional (stop whining and live with it) or is there a fix in the works?

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: March 07, 2013, 02:06:52 AM »
I finally finished it!  Great game.  Looking forward to the next update!

I agree with above, if you get plate armor early on you're set.  Just put it on when fighting then take it off.

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Traditional Roguelikes (Turn Based) / Re: 0.3.1
« on: March 01, 2013, 03:18:30 AM »
Pixel Dungeon 0.3.1 released! This update comes with a music theme on the main screen and basic sound effects. And some bugs are fixed as usual :)
http://pixeldungeon.tumblr.com/post/44219923824/0-3-1

I dig the music and sfx... 8-bit-ish which really suits the art if you ask me.

Did the drop rates change?  I've played 5 or 6 games and I seem to be getting more items than usual, but it could just be random luck.

One thing I wanted to ask for: I think it'd be cool if the item drops were a tad bit more level appropriate.  It seems like on the first couple levels whenever I do get something they always require 15-18 str.  It's like a cruel joke... as if I could ever get 18 str :).

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: February 26, 2013, 04:58:02 PM »
The 'enemy tab' is a great idea, it make the game a lot easier to play.

An other idea for "the problem with Food and regeneration" could be to make the rats ( and only the rats ) drop perishable food ( rat jerky ?). It would make the first levels easier and less random since you could rest more often and when there is no more rat to eat, well you could always eat crab.

I really like this idea!  It might be fun to have to go back up to early levels and scrounge for food every once in a while.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: February 25, 2013, 10:04:06 PM »
Sure, to me it's the same thing... faster healing or more food.  I was only suggesting it as a potential fix.  I'm sure getting the balance right is tricky and in no way trivial.  I'd say that doing one of the two should help the whole "survival is completely random based on the drops of the first two levels" thing.

But FYI, I like hanging around grinding.  I prefer to explore every room and look for secret rooms, etc.  It's what I'd do if I were exploring a dungeon :).  With all those rats around, I'd have plenty of food :P.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: February 25, 2013, 07:15:20 PM »
I've been playing this game for about a week now and I think it's got a lot of potential to be the premiere mobile roguelike!

I love the pinch / zoom, art style is great, and I like that it's quick to jump in and out of.

I agree with others that the difficulty is on target, but I would say that the randomness what you get early in the game goes way too far in predicting how long you last.

For me a simple fix would be to make food drops more regular (so you can rest more often), or add the ability to get food from more carcasses.  I really like WazHack's food system (some dead bodies can be looted for food and meat based food spoils over time so you can only stockpile so much).

Right now it's either I run and gun until I find the right items or die.  Or, I rest and run out of food.

Seriously though... great game!  Keep up the good work!

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