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Messages - sorio

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1
Traditional Roguelikes (Turn Based) / Holy what
« on: October 15, 2023, 03:03:46 PM »
Totally amazed.  Processing...

2
Early Dev / Re: Kali's Ladder
« on: July 02, 2014, 03:39:29 PM »
Necroing this thread to say:

Benjamin, I really hope you do return to this !! 

Kali's Ladder still has the most creative build possibilities of any recent roguelike I've seen; beautiful design and capture of cramped space and time pressure.  It certainly deserves much wider attention and discussion. 

I came back to it because I needed to explain it to someone else, and couldn't help playing a handful of games...
You may not be reading this anymore (fie) but I have no other place to leave this, so here are a some more bug reports and thoughts:

= More bugs =
- It sometimes glitches when dashing: An attempt to dash while confused ended up bouncing back and forth forever across a three-block area:  [xSx]
- It sometimes hangs after waiting: after breath refills but before moves refill.  (happend 2x in 12 plays, around floors 3-4)

= More requests =
To increase fun and speed:
- Check for the longest pathlength between any two locations on a rung.  If it is too long, add a door
- Increase average corridor size.  Fewer single-file corridors
- Give every character a deity (don't use destiny points)
- Give every character +4 inv slots.  inv management is no fun
- Start with 1 more move point
- Make autopickup default

Inventory balance:
- Some items have effect durations.  Start counting from after inventory closes, not before.
- Don't requiring equipping something to throw it (this makes missiles useless)

Moves and time:
- Don't let creatures attack after they've exhausted all move points.  (just like the character)  This would also allow the third eye to be useful in melee.
- Most effects tend to be a bit too short to really notice them

Rung balance:
- The first few rungs feel balanced.  Around R5 it slows down: few new items or room types, just longer, slower levels.  By R7 it is hard to proceed without luck. 
- More items or keys might help, especially starting on the mid levels.  Enough scrolls & potions to let players detecting them by using them find more than one of a kind.
- A wizard mode would help with testing a lot.  (let players explore the levels without dying)

Docs:
- Make it clear that all magic items recharge on each floor, not just wands.

* Thanks again for your great work on this :D

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Early Dev / Re: Kali's Ladder
« on: July 04, 2013, 02:35:44 PM »
Lovely game!  Some feedback: 

Bugs
when standing in a doorway, trying to close one next to it: find the other one.  currently stops at "something in the way"
when toggling a door, next to a broken one: find the unbroken one, don't end turn
when spells must be recalled for mem: make this much more obvious (not just a color shift!)
arrows: have these stack properly. (now: if you have 7 and pick up 6, you get 7+1=8)
charge into a rooted plant: should stop at the plant.  (currently you get roots cast on you N times for each cell it is pushed back)
if you cancel a spell before casting, it shouldn't cost men
for some custom characters, using an altar does nothing despite skill (vishnu)

Feature requests
locks on doors: make slightly more visible
locks: if you try sth locked but have no key, lose 1 move, not 1 turn.
doors: if you try to close a door, and none is nearby, lose 1 move, not 1 turn.  (lose 0 moves if you can close doors for free)
light sources currently alert monsters across walls (or at least secret doors).  should not.
Simplify 'Detect': make it apply to both secret doors and traps. Make the 2 'Detect' destinies stack.
Simplify Encumbrance + Backpack: just have one.  (Just encumbrance would make light items and armor-fighting more useful.)

Balance: mem and magic
books about a creature-type: only 1 mem
manual of men: increase mem by 1 immediately.
add confirm screen when using men to cast spell?

Balance: weakness
str should increase pois resist; dodge fire resist.
fire should last a bit longer; poison should stack less.
cure poison, ailments on descending a level
when paralyzed: don't allow charging.

Balance: aging and time
eqp time: reduce by half, round up
knives should not disappear when thrown (or rarely: degrade)
allow repeated trap disarming.  any trap should be disarmable w enough time
heal: regen 1/20 trns

Balance: altars, spells, abilities
altars should have a minor default use: rest a few hp + repair random armor by a few pts. in addition to any special use.
If you keep a spellbook that you know in inv when descending, gain +1 use of the spell/lvl
Basic heal spell: +1-2

Balance: Inv + Dur
kali-gems: don't have these take up inv
inv: dont include items worn on body in the inv count, at least for armor-fighters
armor dur: check first if it does dmg, only reduce if yes
in combat, boots and hats should rarely lose dur
wall traps should only affect body armor, ceiling traps hats, &c
detect: make 10% to start (traps & doors)
weap: increase dur by 100%, but have degrade when it hits 50%

Docs
help-page: note diagonal-arrow trick (shift)
dur: show this for all items, even at 100%
player: show Wisdom

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