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Messages - Korintheblack

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I very much dislike the 'Time = Difficulty' aspect.

Soon as you get to the fungal caverns you're certain to die a few minutes in, as the monsters already take ridiculous amounts of damage to kill no matter how fast you get there.

Not to mention you almost HAVE to farm the item boxes on the first couple of levels or the timer will destroy you.

Love the concept, hate the implementation.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 16, 2013, 01:08:41 PM »
I make sure to visit every room in a level before heading down unless there's some dire circumstance such as hunger.

Unlock the doors, learned that certain rooms guarantee certain items to appear (fire pots, float pots, etc.)

But the game is getting to seem like if I have a good set of equipment that I either starve to death or get mauled by a roaming swarm of sewer crabs that have learned some form of kung fu.

Do our characters ever learn to parry half as decently as those friggin' crabs? Could be a nice addition to the rogue or warrior.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 16, 2013, 01:03:46 AM »
Not sure how folks aren't starving to death in this game. Nothing drops food that I'm aware of, so I have to effectively run through a level looking for a piece of food, kill a couple of things then immediately jump down the next set of stairs before my hunger kicks in and I risk dying.

Then I get to the first boss and get slaughtered because I can't hit the thing fast enough.

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Classic Roguelikes / Re: First Game of Stone Soup
« on: May 13, 2013, 11:57:40 PM »
Words of wisdom!

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Programming / Modding Red Rogue?
« on: May 13, 2013, 11:16:07 PM »
Is this at all possible?

I've searched google for mods concerning red rogue but nothing seems to come up.

Side-scrolling roguelikes with platformer elements intrigue me, so my question still remains;

Is it possible to mod Red Rogue using the source files on the titular website?

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Classic Roguelikes / Re: First Game of Stone Soup
« on: May 13, 2013, 10:57:14 PM »
Find summoner. Kill summoner. Flee the level.

There are probably other solutions, solid players can win a very high % of games.

Implying I wasn't trying to do just that.

If only it were so cut and dry.

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Classic Roguelikes / First Game of Stone Soup
« on: May 13, 2013, 03:27:59 AM »
Was pretty slick, went through the tutorial, learning myself into a somewhat more educated fool jumping into the jaws of death.

All's well for the first like 5 floors, managing my hunger as a Demonic Death Knight, summoning up little rotting buddies and such.

I take a few minutes to go over a few topics concerning Dungeon Crawl: Stone Soup and come across one that states that if you die in the game it is always your fault in that regard.

I agree and disagree.

My first death wasn't all that fair in hindsight. I did all the right things, funneled my never-ending army of baddies, used my mirroring skill like a baws, chugged potions as necessary, but the waves of enemies never ended. Something, somewhere in that ever-increasing pile of murder there was a summoner, or two that never gave up, never let his friends down.

And I was powerless to stop it.

So yeah, I can see where folks can make mistakes and get punished for their trouble. But I also see how the game can become somewhat unfair.

Also, casting + increased hunger = why?

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