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Messages - Omnivorous

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1
Well who are those developers? Don't they have like e-mail or something where you should have asked first. Yeah, let's ask on a forum if someone knows what was the deal.
Don't you have elsewhere to share your butthurt feels? If you don't know the answer why not shut the fuck up?

I remember that game btw and the hype. It was supposed to be THE shit.

2
When adom became commercial I didn't like it and I still don't like it.

Then why are you in this thread? Moron.

3
Classic Roguelikes / Re: Pixel Dungeon, Android
« on: January 05, 2014, 06:11:04 PM »
At first I liked this game a lot but now I don't like it's (IMO) flawed design.
I know that many rogue like are very hard but this game is tedious.
It's actually a very simple design flaw.

I am talking about the goo monster(The first boss).
It takes 4/5 levels to reach the goo but when you encounter the goo you get one chance to defeat it and then it's right from the beginning all over again.
I know that is how it's like in Rogue Likes, but the combination of dieing really fast if you don't know how to fight it(which leads to very little time studying the monster) and the extremely tedious task of going all over the levels again broke the experience for me.
If I didn't google about the goo it would have taken me countless tries until I figured out how to defeat it.
It might sound like a challenge but it's not really a good challenge.
It would be the equivalent to get dropped out of university every time you fail a course even if you reached the last semester.
Again, Rogue Likes usually have "1 life" but this specific Rogue like seems to be flawed in it's streamline design.
And I am not suppose to have to use google to be able to play a game.

Maybe I am just too noob to Rogue Likes?

Hehe well.. you can try downloading Crawl Stone Soup, or ADOM or NetHack, and I seriously doubt you will get very far without some help from spoilers.
Roguelikes are quite tough, exactly for the reason you state here: When you die, you start over, so how get experience?

You basically have to try and analyze deaths as extensive as possible to get that experience, rather than just ragequit/instantly restart. Atleast in Pixel Dungeon, these type of monsters/bosses are far inbetween. In many roguelikes, regular monsters once you get to a certain depth will 1hit you, unless you know how to fight them.

4
Classic Roguelikes / Re: Pixel Dungeon, Android
« on: November 21, 2013, 11:41:28 PM »
-Try to always be one level higher than the dlevel you are currently visiting.

So monsters DO respawn? Because even after clearing all the rooms, I always come up short on experience... not to mention, when I do so, I end up starving to death!

I'm not sure, but I do know it's like you say - it's rarely worth it to cycle around in a fully explored dungeon-floor, hoping for more exp.

It's more something of a "measurement of strength" perhaps? That you are aware, that if you are on Dlvl 4 and only XPlvl 3 or 4, you might want to think twice before just exchanging blows with the first monster you see - perhaps see which resources you have in your inventory.

Other than that, you don't want to just rush down every stair you see, without atleast exploring the floor you currently are on.

5
Classic Roguelikes / Re: Pixel Dungeon, Android
« on: November 12, 2013, 01:55:51 PM »
Oh and on food:
-Hunger only has 3 stages: (maybe 4 (full))
   *Satisfied
   *Hungry
   *Starving
So you want to press on as long as you think possible before chugging down your last ration.. besides, Starving is no disaster, it is merely like some weak "poison" - you lose 1hp now and again. With tons of HP-pots or lifesteal effects, that is not a big issue :)

6
Classic Roguelikes / Pixel Dungeon, Android
« on: November 12, 2013, 02:26:46 AM »
So having played this game off and on for about a year, I shrugged it off at first as a "coffee-break" roguelike, with not many options, and I thought it just had balancing-issues, because I kept dying and dying and dying, without achieving much first, may I add.

However, after doing some research acouple of days ago, I've found that it does have alot of depth - it was just that I didn't realize it! Also, it gets updated once every 2 weeks or so, so my love for this game, and its' creator, has just grown even bigger :)

So last night I got my first Mage to slay the 3rd boss, and achieved the Tome of Knowledge (or something!)

Things I have learned:
-Flies multiply when attacked by physical weapons, and drop HP pots. Farm them to get HP pots.
-If there is a barricade in a level, there is also a potion of Liquid Flame.
-Save Scroll of Upgrade for "THAT weapon" or "THAT armor", don't bother spending it to survive first couple levels on a scruffy char. :P (Unless it's your first few games)
-Try to always be one level higher than the dlevel you are currently visiting.
-Stairfighting works against certain mobs.
-Mystery Meat can be grilled on fire to become safe to eat.
-Piranhas can be cleared by ranged weapon, if you burn down the door to the room they are in.

7
Classic Roguelikes / Re: Deep Roguelikes on iOS and Android?
« on: November 07, 2013, 05:48:17 PM »
So, having played "Pixel Dungeon" as a casual roguelike on the bus, where I haven't really cared about the result, I just wanted to drop it's name here last night - but after I did that I became curious about what is hidden "behind" the surface.

Read some on its' wiki, and it does indeed have quite a lot of depth.

8
Classic Roguelikes / Re: Deep Roguelikes on iOS and Android?
« on: November 06, 2013, 11:40:37 PM »
Pixel Dungeon is the roguelike I play the most on my Android. I can't say exactly IF or HOW "deep" it is, but it is very well-polished, it recieves regular updates (by that I don't mean twice a year, but rather once a week), it is free, it is extremely hard.

If by "depth" you mean "many options, and complex customization" then no, it is not deep at all.
Please check it out.

And on the topic, I am considering starting a thread on this roguelike to share experiences - I am only playing mage, and I got quite far ONCE, but most of the time I just die against pretty early monsters while feeling I have been cornered and am forced to just trade blows. If it's something I'm missing, I'd love to hear that.

9
Classic Roguelikes / Re: Cataclysm Dark Days Ahead
« on: August 16, 2013, 12:31:18 AM »
I don't care for tiles / graphics.
I must be able to run it fullscreen though. Sadly, Z's brilliant "noteye" didn't work for this one. I'll try to get into it if I can get it to run fullscreen, seems cool :)

10
I played it in-browser for Windows, but mainly on Android. I think it's done really well, controls are effective and works great!

11
Yes it really rieks of quality. And yeah I'm sure the workload is alot higher when releasing such a polished game for Android aswell. Bought it right away and will be fun to see how it progresses! And, I would love to play "multiplayer" against someone ^^

12
Suprising with no comments.. I encourage you to give it a go! You can do so right now infact in your own browser by this link:
http://www.wazhack.com/play

13
So essentially, if you have an Android device, check it out right away. It is also available for Windows though I believe.

It has wonderful real 3D-graphics, displaying game as a platformer. The engine seems really solid and is physicsbased. As a RL it is quite "basic" (reminds me of Nethack).

It is also possible to play multiplayer - either co-op or competetative. So I really started this thread for players here on forums to connect! :D

So please add me as your friend: PerKiller and I'll see you ingame!

14
Other Announcements / Realm of the Mad God
« on: November 23, 2011, 11:21:50 AM »
Realm of the Mad God (RotMG: www.realmofthemadgod.com)

What do you think?

15
Classic Roguelikes / Re: How to be a Major Roguelike?
« on: October 16, 2011, 06:34:52 AM »
Coffeebreak / Medium / Major ?  Overall I don't see the need for these labels at all.

I don't agree a major has to be non-controversial.  Cataclysm could be come a major for instance.  And ToME4 is pretty non-controverisal in many of its mechanics and interface features.

Erm, you are talking about "How to -theoretically- be(come) a Major Roguelike".

I am saying, what is ACTUALLY required to be a "Major Roguelike". And I still think the key factor is "lack of controversy"+Quality+Complexity, in that order. All of the Major Roguelikes is games that, when someone calls it a Major RL - whether you love that RL or not - you will nod to yourself, and say: "Yeah..that IS a good roguelike.."

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