Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Septa

Pages: [1]
1
Traditional Roguelikes (Turn Based) / Re: One Way Heroics (now available) $
« on: November 30, 2013, 12:34:57 PM »
I play the game a few hours this morning, it's seem quite good.

I don't know if there is enough content in it to make the game really replayable, but it works well.
The gameplay is very shiren-like ( Except for the your always have to run from the dark ) and work well.
The unlock seems to add more variety than grind.
The online functions are simple but fun.

It's not the next big roguelike but it's a fun and cheap little one.

2
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 18, 2013, 10:37:49 AM »
Having the subclass available a the begining of the game make the firsts levels a lot more interesting.
Especially with the thief. Assassin and freeruner really make the gameplay feel different.

But I still feel that the begining of the game is a bit too random. Since character progression is mostly equipment based if you don't find good stuff before the goo you are screwed. Recent addition to the game like seeds or status room help but I still need ten tries to kill the goo. Perhaps I'm bad at this game.  :-\

Watabou, Did you think about adding small specialized shop, enchanter or  smiths in the game. Room where you can spend money to get something could be a easy way to had more rooms without a lot of coding.

3
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 31, 2013, 07:48:50 AM »
The Dew drops are really a nice idea to make the begining of the game easier.
It's probably not enough. But the idea is really good.

4
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 17, 2013, 12:41:48 PM »
How about 'potion of mind vision' increases player`s evasion while the effect lasts? Because you can read their mind :)

It could be fun.
Potions having a small usefull side-effect could be nice in fact.
Some already have.
Healing cure poison.
Levitation make you more unlikely to wake up monsters ( I think Watabou wrote this somewhere )

5
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 15, 2013, 10:12:11 AM »
I went through that screen, yes.  and threw and aimed for the circular well.
You have to drop a potion in the well. If you throw it that doesn't work. It seems "normal".

Yes, i'm worried too about the last depth sign...  :'(

Why does not a landslide return you back for different levels with the same tilesets? (To save work creating them).

For example, collapses the entrance to the artifact room, and you have to go out for a cave tileset, and up confronting a clan of gnolls (gnoll king boss), then a couple of tilesets of 'dungeon' with vampire bosses or so and finally a cave tileset with a boss dragon. You kill dragon, and out of the cave, with the amulet.

Maybe making a few monsters, or just bosses could stretch a few levels representing the "flight of Pixel Dungeon"

Just an idea, but ... And what would be cool? XDDDDDDDDDDD

I'm note sure the game need more levels. The lenght fell fine.
But a special level for the artefact and perhaps the classical "I've to go back to level 0 to win" could work.

Since you tend to die a lot in the first levels, I think more content in the begining of the game would be nicer than a longer game. It can became boring after a while.
More specials rooms, named monsters, special levels ( Gnoll level ? Water Level ?) stuff like that.

6
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 14, 2013, 03:53:25 PM »
Question for Watabou:
Do you have any "long terms plan" for Pixel Dungeon ?
Are you going to update it until you are bored or do you have a goal for the final version ?

7
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 12, 2013, 10:29:19 AM »
Idea:
Creatures you have zapped with your wand of Amok, or sufficiently damaged Gnoll Brutes should run straight for you, heedless of any traps that are in the way.  I want to watch a sewer crab cook itself to death this way on a firetrap.  ;D
 

It would be really nice to have a way to use traps against the monsters.
Especially for the rogue class.
Perhaps stupids monsters ( rat/crab/golem) and berzek should not "see" traps.

8
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 09, 2013, 08:35:01 PM »
I didn't have a lot of time to play and see the change on a whole game.  But the new "Resume motion" button is really great idea.
And the new levels are welcome too.
I'm not a fan of the new environnement's tileset, but the monk's and the golem's animation are really good.

9
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 09, 2013, 01:21:00 PM »
I just saw that the update is out !

Quote
- Added: 5 new levels (city of dwarves) with new enemies and items
- Added: Well of Transmutation
- Added: In-game sound controls
- Added: Restistances and immunities for monsters
- Added: Tiles are highlighted when searched
- Added: "Resume motion" button
- Added: New sounds
- Changed: Rankings screen is slightly redesigned
- Changed: Rogues starts with 12 darts
- Changed: Mystery Meat can be cooked
- Changed: Garden room is redesigned
- Fixed: Several bugs fixed
...and more

Thanks Watabou.

10
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 05, 2013, 11:13:08 AM »
problem with the thief/store interaction

If you hit the thief so that more than one piece of gold ends up on the floor of the shop, that gold becomes something that you have to buy rather than something you can just pick up.  What's worse is, so does anything else the thief dropped on that same square when he died.

I quite like the fact that everything that drop in a store is sold by the owner. It can be frustrating, but it's funny.

But the current interaction with the merchant are a bit too simple for my taste. If you try to attack him he just disapear, you can't stole item like in a lot of roguelike. In game stealing (  with a lot of risks and consequences )  is fun.

11
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 01, 2013, 07:32:38 PM »
Sorry for my post.
It was a bad idea to post in english with my phone's autocorrect setting set to french.

But yeah. I juste wanted to say that the rescue system seen in Shiren and Co is probably the best way to add a form of multiplayer to a roguelike.


I'm curious to see the new Garden. I've got a coworker who use the current one to grind his way into the dungeon. It's quite boring to do, but he don't want to play another way. He is going to be disappointed.
 ;D

12
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: April 30, 2013, 04:17:12 PM »
The best multiplayer implementation in a roguelike was in shiren on ds.
When you dire you can ne rescue bu another player who must find you the same dungeon.
It was a simple system using key tout exchange on text. But it was a brillant idea.

13
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: April 25, 2013, 12:28:51 PM »
gravling - question mark button does almost exactly what a stethoscope would do ^_^ .
Septa - long press an item in inventory or long press the weapon button.
Losing a wand is a pain in the ass, and if you take a mage seriously it's a reason enough to start over. Hint: wand of firebolt is your best friend.

Wow ! It works.
Thanks.

Now I juste need to pass the goo with a mage. Each Time I've got two or three Nice Wand before the level 5, he crush me.

14
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: April 25, 2013, 11:17:46 AM »
As a Mage, having a way to "equip" my favorite upgraded wand instead of the starting one would be really Nice.
( And Yeah keeping it after resurrection would be nice too )

Thanks for your game. It's definitely the best mobile roguelike.

15
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: February 26, 2013, 10:13:41 AM »
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.

Pages: [1]