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Messages - Rickton

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1
I've created a couple of surveys for people who've played the game. I'd appreciate your feedback!

The first survey (and the biggest focus, at the moment) is focused on debt and item value. The next release is going to feature mansions, which have a lot of valuable-but-not-useful loot, so I'm looking to take this opportunity to rebalance the values of items and the debt, and I'm curious what people's experiences have been with them so far in play.

Debt survey: https://docs.google.com/forms/d/e/1FAIpQLScU3Jp1TMIjd_OLSj3z-_vigCyYDScOlvhJD8_0TSiw2DQDKw/viewform

The second survey is more general questions about what you like/don't like about the game so far. It's less directed, but if I see that a multiple people saying the same thing, it might give me an idea of things to focus on that I might not otherwise have thought of on my own.

General survey: https://docs.google.com/forms/d/e/1FAIpQLSeZ2QNd6UilvPeeCzFhzY14dVrnB6d0W40GQ1NU7HX99mTQtA/viewform?usp=dialog

And here's some information about some new stuff! I'm currently working on adding a new location type: Mansions, full of expensive loot.

Mansions can of course be assaulted like other locations, but they're heavily guarded so that might not always be the best idea.

Instead, if you haven't managed to piss off the nobility yet, you might be able to walk right through the gate! Fancy nobles are always having each other over for parties and to show off their homes, so if you manage to get an invitation for one of them (or bribe the guards!), and you're dressed the part, you might just be allowed to wander around unimpeded!



Though you may be allowed inside, that doesn't mean you're just allowed to take whatever you want, though. If you're caught stealing, you will get a chance to put the item back, which will prevent everyone from becoming hostile towards you. This will also apply in most other situations where creatures who aren't already hostile towards you catch you stealing.



Once you've gained access to the mansion through peaceful means, there are a variety of nobles inside to talk to. Some may offer mini-quests you can do which will grant small rewards and increase your favor with the nobility, and may even lead to contacting a new faction with plenty of disposable income to throw your way...

2
They're not procedurally generated. There are a wide variety of spells in addition to your basic damage spells, some with pretty unique effects, so I think procedurally generating them would actually make things less interesting because it'd force them more into a standard framework.

Right now it's mostly set upgrades, though the framework exists to expand beyond that so it may in the future. And actually, technically that is sort of in the game already - you can find damage/healing formulas you can apply to your spells that extend those values beyond what their built-in upgrades do, but I feel like you're asking for something a bit more interesting, in line with Rift Wizard's shrines or something.

3
Currently, there are "corruption" values that are tied to specific magic types. As your corruption value increases, your power with that magic type usually increases, but you also acquire some downsides.
For example, the death corruption "Necrosis" makes your max HP decrease and you are more vulnerable to Rot damage (a damage type that undead are extra susceptible to).
It's on my list to expand and deepen this system though. So rather than just being flat modifiers corruption will cause you to gain mutations, some helpful, some harmful.

There are a couple of addictive substances in the game that grant benefits when taken, but have a chance of causing withdrawal when the effects wear off. For vampire blood, after using it you're stronger, faster, and regenerate HP, but while withdrawing from it you're slower and weaker. Withdrawal isn't a permanent effect, it can be waited out or mitigated by taking more (though that will lead you right back to withdrawal again once it wears off).

4
A major update to WSD today with Preview 3, the Air arcana is now available! It features a variety of air and electricity spells. Air-themed wizard towers are now available as a potential location, and added air and electric based items, creatures, and enchantments.

If you haven't played Wizard School Dropout yet, now's a great time to try it! https://weirdfellows.itch.io/wizard-school-dropout





In addition to air spells, there have been quite a few QoL and content changes as well, full changelog available here: https://weirdfellows.itch.io/wizard-school-dropout/devlog/894372/release-preview-3-electric-feel

And here's the list of air spells available:




5
AppImages are supposed to be nearly universal for Linux, but I guess Linux wouldn't be Linux if there weren't edge cases haha. Glad you were able to get it working!

Thanks for pointing out the vampire thing, I'll fix that.

6
Excited to announce the initial release of my new roguelike, Wizard School Dropout! Available for Windows and Linux, currently for free:
https://weirdfellows.itch.io/wizard-school-dropout

You left wizard school in disgrace. Cast out of magical society, you have only one option to pay off your exorbitant student loans: crime.

Using the unlicensed but probably mostly safe portal generator you found in a mysteriously abandoned tower, go on heists where you infiltrate and steal from the rich and powerful.

Wizard School Dropout is a magic-focused, turn-based traditional roguelike featuring lots of environmental interaction and spell combinations for a wide variety of playstyles. Do you want to go in loud, blowing holes in the walls with fireballs and incinerating everyone who stands in your way, teleport into and out of safety, or just waltz in and use mind powers to make the guards forget you were even there?

Features
  • Magic-focused gameplay with a wide variety of spells that can be upgraded and customized.
  • Large amount of environmental interactions and effects. Light furniture on fire, freeze water to walk across it, spill all sorts of dangerous chemicals on the floor.
  • Short heists and "dungeons" within a longer-term game: "coffeebreak" style gameplay mixed with a longer campaign.
  • Varied playstyles. Blast everyone who stands in your way or sneak through in magical darkness. Terrify guards away or freeze them solid, Turn your enemies against each other or summon powerful creatures to do your bidding for you.

Other Things You Can Do
  • Study magic books, artifacts, or materials in order to improve your spells and gain new abilities
  • Become corrupted by forbidden knowledge and curses, or addicted to vampire blood
  • Increase your magic power through insights gained from dreams
  • Smoke hookah with and befriend chill wizards
  • Trade secrets with cats

Current Status
The game is fully playable and winnable at this point, but still in development and much more content is planned.

This initial release features three magic types: Death, Fire, and Water, and two location types: Wizard's Tower (with variants for each magic type) and Vampire Crypt.

UPDATE 3/1/25: Air magic is now available!

Screenshots






7
A few versions of Possession have been released since my last post.
V11:
Quote
Content Changes:
    Removed the "Adjusting to New Body" condition
    Levels are now generated 60 x 60 tiles rather than 75 x 75 tiles. This also decreases the number of creatures on the level (but the density is slightly increased)
    The old 75 x 75 size can be enabled as a "Cheat" (now called "Game Modifiers") on the new game screen
    The trail of slime from the snailperson is no longer applied on water

Bug Fixes:
    Fixed a crash that could be caused by moving using the mouse and then getting shot with a healing syringe by the orc healer
    Fixed a crash that happened when you quit directly from the new game screen
    Fixed a crash that could happen when clicking on certain locations in the load game screen

Misc:
    On a crash, the game now saves an error log in the following locations:

Linux: ~/.local/share/possessionroguelike/
Windows: C:Users(YourUserName)AppDataRoamingpossessionroguelike
Mac: ~/Library/Application Support/possessionroguelike/

V12:
Quote
New Features:
    Rather than auto-assigning points to your stats when you kill an enemy, you can now choose which stats you want to increase from the character screen. There's a setting to set it back to the old style where it randomly assigns
    Tombstones can now generate on levels where you've died, with the name of your character & date of their death.

Miscellaneous:
    The game will now try to autosave if it crashes. It does this in a new file, so it doesn't risk corrupting your old save.

V13:
Quote
Biggest change this version is the introduction of the Mausoleum as a potential first level. It has the same creatures as the Graveyard (because I think they're a good set to learn the game on), but a different layout so there's a bit more variety at the beginning of each game.



Content changes:
    Dwarven bombers are less likely to throw bombs on any given turn, hopefully making them slightly less annoying.
    Added an AI-only cooldown for the Brainiac's hypnotize ability, so they don't spam it constantly.
    Spiderwebs now only cause one turn of web paralysis.
    Ratlings are now all in the same faction, so if you're possessing any type of ratling, other ratlings of any type won't generally be hostile unless something else causes them to be.
    If the [redacted] is under your command, you're able to [redacted].

Interface Fixes and Changes:
    You can now move the cursor over the tiles on the map borders.
    The popups that show damage now have a small variation in their speed, and speed up as they get older. This way, if a creature takes two hits at the same time you might be able to read both of them.
    Description boxes from mousing over sidebar buttons will no longer show while a window (for example, the spell screen) is open.

Modding:
    Added a calc_damage callback, which can return a number to change the amount of damage being done.

Possession is currently 25% off for the Steam Sale: https://store.steampowered.com/app/629340/Possession/
I also recently posted a "2020 in Roguelikedev" post with a retrospective on 2019 and outlook for 2020: https://www.reddit.com/r/roguelikedev/comments/etak1x/2020_in_roguelikedev_possession/

8

1. How long does it take to get to level 5?

2. Is this a project you love, or a combo of love and want to make money from? Making money is OK :)
1. For me, who made the game and so don't have to deal with learning what new things do, it takes about 1-2 hours for a winning plathrough. I'd imagine for the people who have won it's taken longer since they probably play more conservatively since they're less experienced with it.
I haven't seen how long it takes me just to get to level 5. I'd guess slightly less than half of that, since the first few levels are easier.

10 levels doesn't sound like a big game, how large is one level? If the difficulty of the game is anywhere near traditional roguelikes then I think only 10-20% players will win it. Making it easier (rather than shorter) could be a better option, but then you could alienate experienced players. How about adding difficulty levels in some form?

Also, another thing is that roguelikes are supposed to be difficult, that's one of the reasons some players like them. If the gameplay is enjoyable then winning is not that important or it may be a longer term task for the player to learn how to win the game.
Levels are 75x75 tiles. I've had some feedback that they might be too big, so I'll probably be shrinking them.
I'm actually not too concerned about the win stats, my line of thinking is along the lines that there's a significant amount of content most players aren't seeing, and moving it to the part of the game that people are experiencing would increase the variety of that part of the game (basically doubling the content), which would would make it more enjoyable.

I do have some difficulty options available when players start a new game, although I have them in a menu called "cheats" which may stop some people from using them.

9
Hopefully a few of you on here have played Possession, and might have an opinion on this.
(If you haven't played it, it's a game where you play as a ghost and try to make your way back to the surface while possessing monsters along the way. It, as well as a free demo, is available from https://weirdfellows.itch.io/possession and https://store.steampowered.com/app/629340/Possession/)

tl;dr:

Very few people have reached the halfway mark, let alone the end of Possession. The game is currently 10 levels plus the surface, and I'm considering shortening it to be only 5 levels plus the surface. The current level 5+ creatures and levels would be rebalanced and added to the earlier levels. Would anyone actually *dislike* that? Are there any major disadvantages to this that I'm missing?

Longer Explanation:

I'm looking into making more content for Possession, but I'm wondering about where to focus my energy.

Right now, the game has 10 levels plus the surface. 64% of people have made it to level 2. I'm mainly concerned with the experience of these players, since anyone who hasn't probably either decided they weren't interested in the game, or just hasn't played it much yet.

14% of the people who made it to level 2 made it to level 5. Fair enough.

3% of the people who made it to level 2 made it to the surface, and 22% of those who made it to level 5 made it to the surface.

Unfortunately, I don't know more specifically how far most people are getting, or how often people are making it to level 5 but no farther, etc. But for 86% of the players who've put any amount of time into the game, half the content might as well not even exist, and for 97% of players, they've never made it all the way through the game.

There are a couple of reasons this might be the case:

  • The later levels are too hard.
  • The game's too long.

My suspicion is that #2 is the issue. Although there's a lot of variety in creatures and levels, there's not really a ton of variety in the way you play the game as you get further on (besides maybe needing to be more conservative with bodyswapping), so it's very possible that the game outstays its welcome.

So, I'm considering shortening the game to be only 5 levels plus the surface. The current level 5+ creatures and levels would be rebalanced and added to the earlier levels. In addition to making the game shorter, this also has the advantage of adding more variety between playthroughs, by expanding the possible content you could see at any given level (I'd probably also make it so that the first level isn't *always* the Graveyard, to make the beginning less repetitive as well).

I guess the major question is, would anyone actually *dislike* that? Are there any major disadvantages here that I'm missing?

It's not as though it would make the game "too easy," since only 14% of players are making it to level 5 anyway. If you've beaten the game as is, maybe it'll cheapen your feeling of achievement, but there's not a ton of people who have done that (but if you have and dislike this change, please reach out and let me know your thoughts).

For what it's worth, the original 7-Day Roguelike version of Possession was only 5 levels, and didn't have nearly the variety of levels and creatures this one does. If you've played both, I'm very curious what your thoughts are comparing the two.

10
Missed posting this, but versions 1.0.8 and 10 have been released. I'm changing the version numbers to reflect the release number, rather than sticking with semantic versioning (1.X.X), because it didn't make much sense.

Version 1.0.8 Changes:
- You can use the Enter key on the numpad everywhere you can use the main Enter/Return key
- You can now select "it" as your pronoun when starting a new game
- The minimap gets less visible if you mouse over it

Version 10 Changes:
-The UI can now be scaled from the Settings menu. This only affects the in-game UI, not the other menus. I wouldn't recommend using it if you're not on a 4K screen, because it doesn't look very good. Anyone who does have a 4K screen, please let me know how it looks for you, and if I should update the rest of the screens to scale as well.
-If clicking would cause you to move, it now shows an arrow rather than the targeting reticule
-Fixed a crash that could be caused when receiving an achievement without Steam open

If you haven't grabbed Possession yet, it's now a spooky 13% off for Halloween on both Steam and itch.io!

https://weirdfellows.itch.io/possession (until November 4)
https://store.steampowered.com/app/629340/Possession/ (until November 1)

If you do have it and enjoy it, please consider leaving us a review!

11
Version 1.0.7 (the zoom update) is released, as well as a demo version now being available on steam

Interface Changes:
-You can now zoom in and out. This can be done using the scroll wheel, or by using the - and = keys on top of the keyboard - rebindable from settings, of course! Only applies to the gameplay graphics, not the UI (UI scaling is the next project).


Modding:
-You can now easily add creatures to a special level by returning a levelCreatures table from a mod. Example: levelCreatures={graveyard={'graverobber'}}


Bug fixes:
-Fixed a crash that occurred when using the scroll wheel on the spell selection screen

12
Version 1.0.6 (The minimap update) released!



Interface Changes:
  • There's now a minimap! It can be disabled from the settings page.
  • The stairs up are now colored yellow in ASCII mode, and have an up arrow attached to the tile in graphical mode. The up arrow is drawn on top of whatever else is on the tile, so if something is standing on the stairs it's easier to see them.
  • The default preferences are now set to show creature stats on the sidebar. (This only applies to people who haven't played the game yet)

Gameplay changes:
  • Flying creatures who move over water while on fire now have their fire put out

Code/modding changes:
  • Tilesets can now have separate colors for the ground and the walls in ASCII mode (and the Graveyard has been updated to use this feature to more closely match its appearance in graphical mode)
  • There's now a Map:get_blocking_feature function to check and return a movement-blocking feature in a tile

Bug fixes:
  • Fixed a crash in the credits screen in ASCII mode

Steam version on Linux:
  • Possession now launches using your system's libraries rather than the Steam runtime's. This is to fix an issue where the game was not launching on some systems (notably running Manjaro). If this causes a problem and the game's not able to launch on your system when it could before, please let me know!

13
There's now a demo available on itch.io.

Excellence and a novel approach on the engine offerings.   8)
Thanks! I have no idea if anything in the engine will be useful to anyone at all, but it's there.

14
Possession, the sequel to/remake of my 2013 7DRL Possession: Escape from the Nether Regions, has been released for Linux, Mac, and Windows.
It's a traditional turn-based roguelike where you play as a ghost trying to make your way to the surface. You are incredibly frail, but have one advantage: you can possess the bodies of the monsters you encounter, and use their strength and abilities as your own. Hop from body to body as you attempt to make it back to the surface.

Features:
  • Dozens of possessable monsters, from the horrifying to the hilarious, with a wide variety of powers.
  • Special themed levels with unique hazards, creatures and layouts. Level creation is more varied than in most roguelikes.
  • Item-less gameplay. The dead have no need for worldly possessions, they just slow you down.
  • Quick to pick up and play.
  • Entirely playable with just the keyboard, just the mouse, or a combination of the two.
  • Mod support! Add your own creatures, powers and special levels, or change the ones already there. There's even already a mod available called The Sunken City, though it's mainly intended as an example for others.
  • Choice between ASCII or Graphical mode.

Possession is available to buy on itch.io and Steam. There are downloadable demos on both platforms.

Source code for the engine is available on GitHub and licensed under the MIT license. It won't run; it only has the engine, no content. It's mainly intended to be a reference for modders.

A version of the engine by the name Roguelove is also available. This version of the engine is the recommended one for people who are interested in using the code for their own games, as it will be updated more features than are used in Possession (such as items), and is again offered under the MIT license.  It requires the LÖVE Framework.

Screenshots:







15
A week until Possession comes out! Until then, you can also hear the soundtrack at https://weirdfellows.bandcamp.com/

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