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Messages - Rya.Reisender

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Traditional Roguelikes (Turn Based) / Re: Rogue Planets v1.3
« on: October 26, 2016, 05:58:41 AM »

Sorry, images were gone. Google drive needs a specific handling for permanent picture links I guess. I hope it works now.


Wesmaze is an arcade-roguelite I developed back in 2009 after I finished Rogue Planets.

The end of the universe has come. More and more suns are turning into supernovae, obliterating all their planets. Perhaps, as some scientists theorized, the universe will soon reset as time loops back to the start after reaching its end. But the fact is that no human will be able to survive much longer. Most of us already died when the Earth was destroyed. There were a few survivors, crews on space ships in deep empty space; I'm one of them. I command my own small space ship with no crew except me. However, the other remaining humans eventually gave up hope when they accepted their situation, committing suicide. But I'm different. Of course I realize that it will be impossible to live on much longer, but if I collect resources from the remains of the planets flying though space I believe I can prolong my life -- perhaps even so long that I die of old age. That is the goal of my remaining life.

In other words, Wesmaze is a game only about surviving as long as possible and consequently gaining a high score.

You can download the game here:

Developer's Note:
During the development of Rogue Planets I added a real time aspect to the game that affects the score and I found that the time aspect made the game much faster-paced and requiring a lot more playing skill. I wanted to put this into a new game, making speed not only affect your score but also how long you survive. A fast-paced game that's easy to learn but very hard to master. Also, there was a person called Wes who kinda liked my games but always complained about the field of vision being to small and I always argued that it is important to have a small field of vision as that makes you require more playing skill. In Wesmaze, the discussions with him actually made me have this game idea: I allow people to set their field of vision themselves, but strongly punish them for making it big. So in Wesmaze, there are suns (supernovae), but you should not only not touch them, alone having them in your field of vision strongly damages your ship. This is the core idea of the game.

So flying as fast as possible, avoiding asteroids and never revealing suns is the core aspect of the game that's easy to learn. There are tons of ways to earn points in the game. Being fast, never taking any damage, flying close past asteroids. But the real complexity comes with its "extras". The first extras are simple S=Shield+ and T=Time+, but after that, each stage, another extra is assigned to a letter. You will know the name of the extra but what exactly it does you have to find out yourself (the name might give a clue, though). The letter assignment is different each game and you only see the last 4 letter assignments, the other letters you need to keep memorized in your head. All the extras can be good or bad, depending on the situation, so learning what each does and quickly deciding whether and extra should be taken or not, can have a huge impact on how far you get and how many points you get.

I strongly recommend reading the included readme.txt before playing as it gives a lot of valuable hints.

I played this game for many years and still managed to get constantly better at it and gaining higher scores. I really like how the game ended up. But I only ever released it in one community so far. Well now you can play it too. :-)

Just in case you want to challenge the developer... here are my "1 Life" scores I gathered from 2009 to 2013:

Traditional Roguelikes (Turn Based) / Re: Rogue Planets v1.3
« on: October 22, 2016, 12:27:15 PM »
Hi guys, sorry for bumping this, but I noticed the download links to my game have been long expired, so I uploaded the final verison of the game to my google drive and updated the link to it.

You can now get the game from here:

If someone has edit powers on the RogueBasin page you might also want to update the link there:
(there are also two typos on that page "bu" instead of "by" and "ranzomized" instead of "randomized" - also I wouldn't call the game turn-based as the score goes against real time clock, but I'm fine with it anyway)

PS: I made another roguelike in 2009 which I never actually published here and I probably should! I'm unsure into which subforum that goes, though!

Off-topic (Locked) / Re: Scrolling vs non-Scrolling game
« on: December 11, 2013, 11:30:31 AM »
I think it depends on what you are aiming at. Scrolling is only good if your aim is to give the player a challenge in finding the correct way.

Other Announcements / Looking for Wizardry-like roguelike
« on: June 30, 2013, 09:29:46 AM »
Hi guys, I recently got to love Wizardry and played through each part one-by-one, I especially liked the ones that are mainly about dungeon exploration. However I'm always sad that there are only a limited amount of floors and when you did all that, there's nothing else to do other than grind for rare loot (which is pointless because there is no challenge left). So I thought, man wouldn't it be cool if there was something exactly like Wizardry, same gameplay, same ruleset, but where the dungeons are created randomly and have an endless amount of floors that get continously harder?
So I wondered if anybody had this idea before and made something like that.

Some notable mechanics I'm looking for:
- 3D grid-based dungeon view (with minimap through spell)
- play with a party (3 front, 3 rear - or similar)
- once a floor has been generated, it should never change anymore (but you can generate a new dungeon)
- players can leave the dungeon and go back to town, identify items, heal up, etc. (later easy with emergency exit spell)
- if a character dies, he can be dead for good, but can be replaced with a new level 1 character, if the party is wiped, the main character will awake in town again and all others are dead
- possibility to shortcut in the dungeon to get to deeper floors faster once progressed enough (in Wizardry this is done by teleportation spells as well as elevators)
- random encounters that all have chances on dropping various different equips including some very rare ones
- possibility to change class: character restarts at level 1, but keeps part of his previous stats and abilities
- doors, locked doors (require thief or key to open), hidden doors, traps, dark fields (can't see), anti-magic fields (can't use magic), anti-warp fields (can't warp to with teleportation), treasure chests, maybe some hidden secrets and story-bits

Even if it only fulfills some of these points, I'd be interested in it. Any ideas?

Off-topic (Locked) / Re: legend of grimrock
« on: July 31, 2012, 11:30:08 AM »
Finished. :-)

Off-topic (Locked) / Re: legend of grimrock
« on: July 21, 2012, 04:43:49 PM »
Hey guys, I finally manage to get this game!

Unfortunately there seems to be problem with the game: I can't save! I mean I can save, but when I load my saved game it always starts at the very beginning again. >_<
Is it not possible to save properly in the game so I can continue where I stopped?

Also is there a way to hotkey a spell so I don't have to select the runes every time?

Edit: Okay I guess you need to save at those crystals in order to be able to continue, weird that they did it like this. Unfortunately I can't seem to be able to defeat those undead skeleton warriors, any idea? They attack so fast that my group is gone really quick. I already tried using bombs and all that stuff but it isn't enough. x_X

Off-topic (Locked) / Re: legend of grimrock
« on: July 20, 2012, 12:47:43 PM »
I looked around on the internet and I'm pretty sure you can't pay with PayPal with direct debit. It only works in very few occassions, but it generally doesn't work for Legend of Grimrock anyway (on their forums it was asked several times too).

So the only way for me is to do a bank transfer to my PayPal account. Supposedly if there is money on the PayPal account, it will work for Legend of Grimrock, so let's just hope I can buy it. ^^

Off-topic (Locked) / Re: Trading card games on computer
« on: July 18, 2012, 01:45:56 PM »
The match needs to go really long and you notice you are running out of cards soon and gotta kick the enemy fast, then you sacrifice all your forests (except the 4 you needed to use for the elemental) and get a 16/16 monster to kick the opponent butt.

Unfortunately he ends up having a terror card left...

It's funny how they refer to "Those numbers in the lower-right corner" rather than attack and defense.

Off-topic (Locked) / Re: legend of grimrock
« on: July 08, 2012, 05:13:06 PM »

I can use debit when I buy at eBay(.de), but for Legend of Grimrock it says this payment option is not available. And seems for all other non-German websites it's not available either. Always asks me to pay with a credit card. Maybe you need to be in the same country as the seller to use it?

Also what is the point of loading money on my PayPal account if I can't use it to buy something? Is there a trick to it?

Off-topic (Locked) / Re: legend of grimrock
« on: July 07, 2012, 10:53:56 AM »
I made a PayPal account but it still doesn't allow paying by debit. You'll need to do a bank transfer and walk all the way to the bank. Jeez, why do they make it so hard for me.

Usually I always pay by debit (y'know they just take the money they need from my bank account, takes like 2 seconds). Paying by bank transfer requires you to walk to the bank and also takes 1-2 days to be processed or even longer and I always run into trouble with it too, that's why I don't like it so much.
And for credit cards - I just don't want to get credit cards out of principle.

Off-topic (Locked) / Re: Darkest videogames ever
« on: July 03, 2012, 07:56:34 AM »
Dark as in scary or dark as in you need to increase the brightness on your monitor to see properly?

And if we are talking about scary, why haven't the actually good ones mentioned yet? I mean like Silent Hill and Fatal Frame (Project Zero).

Off-topic (Locked) / Re: legend of grimrock
« on: July 03, 2012, 07:53:47 AM »
I'd play it, but the only way to get it is by buying it online. =/
And to make things worse it requires a credit card. *le sigh*

Off-topic (Locked) / Re: H2O
« on: January 07, 2012, 10:45:26 AM »
There is a mermaid series called H2O.

But if I enter H2O in google it directly suggests me: "Did you mean: H2O molecule?" and if I click on that I find the actual molecule and no more mermaids.

H2O actually reminds me of "H2O - Footprints in the sand", a really good anime.

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