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Messages - ericrobert23

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Endless Nights is a skill-based roguelike inspired by my old Neverwinter Nights mods built with the KILT system. Originally released on mobile, it's now free to play on Windows. Explore random dungeons, build custom characters, and fight to survive—no classes, just skills.

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Hey everyone,

I’m working on a procedural dungeon generator for D&D-style campaigns. The goal is flexible, tile-based levels that GMs can easily use. I’ve been refining the logic, and here’s the twist: it’s inspired by kilts(https://theutilitykilt.com). Why? Because like a kilt, the dungeon needs freedom to flow, not be restricted by rigid rules. I’ve focused on natural branching, dead ends, and flexibility.

Anyone else experimenting with dungeon gen or interested in how this all ties into tabletop tools? Would love to hear thoughts.

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Great point — bold, distinctive choices really do stick with players more than small, optimal ones. Emotional impact often outweighs perfect balance, especially in roguelikes. Do you think “feel” should guide design more than math?

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Hey everyone,

I’ve been thinking a lot about how to design meaningful choices in roguelikes — the kind that make players pause and really consider the consequences of their decisions.

Whether it’s picking a risky route through a harder area, choosing between two mutually exclusive abilities, or sacrificing resources for long-term gain, these kinds of moments are what I love most about the genre.

But striking the right balance is tough. Too many “correct” choices and it becomes predictable. Too random, and it feels unfair.

So I’m curious:

How do you approach decision-making design in your roguelikes?

Any favorite examples from games that nailed this?

What kinds of choices do you think are underused or overrated?

Looking forward to hearing your thoughts and maybe stealing—I mean, being inspired by—some of your ideas 😄

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Hiho!

In this topic I wanna share my video streams at Tangaria :)

Tangaria ( http://tangaria.com/ ) –  free open-source persistent online multiplayer roguelike game. In addition to traditional roguelike features, it has MMORPG-like gameplay: real-time (with semi-turn-based mode when you are injured), PvE in group, trading between players, real economy, PvP etc

Tangaria powered by PWMAngband ( https://powerwyrm.monsite-orange.fr/ ), which derived from MAngband ( https://mangband.org/ ) and also got some TomeNET ( https://www.tomenet.eu/ )  features. And of course, all three games were initially based at Angband ( https://rephial.org/ ) :D

My first adventure.. At last I've made it after 6 month of work at Tangaria tileset :) Finally the game is playable!

https://www.youtube.com/watch?v=RTqdGQcK_lI

My second adventure got several funny YASDs:

https://www.youtube.com/watch?v=NVFDHbq3xKA

I'll be glad to hear your feedback; you are welcome to ask any questions :)

Cya in-game!


Hey there!

Thanks a ton for sharing your Tangaria streams — it's awesome to see the game in action, especially after all the work you've clearly put into the tileset. Really impressive that it blends classic roguelike elements with real-time multiplayer — that’s no small feat!

Just watched your first adventure — congrats on getting it playable after six months! The visual style adds a lot of charm and clarity to the classic gameplay. Also had a good laugh at the YASDs in your second video 😄 — classic roguelike moments right there.

Looking forward to seeing more of your adventures! Keep up the great work, and I’ll definitely be checking in on the progress.

Cheers!

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This looks amazing — love the concept and tone! A disgraced wizard doing magical heists to pay off student loans? Instantly hooked. The environmental interactions and spell variety sound super fun, especially the creative combos like freezing water or burning furniture mid-heist.

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Hey everyone,

I’m working on a new roguelike project and would love some feedback. It features procedural dungeons, permadeath, and skill-based progression. The core mechanics are in place, but I’m still refining combat, item variety, and difficulty scaling.

Anyone interested in testing or sharing ideas for improvement? I’d appreciate any thoughts or suggestions!

Thanks!

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Player's Plaza / Re: Looking for the next Roguelike
« on: April 29, 2025, 04:46:14 PM »
Hi Rougenar,

Based on your preferences (clean runs, strong rogue elements, medieval/fantasy preferred, wide variety of items), here are some recommendations you might enjoy:

1. Tangledeep – Turn-based with traditional roguelike roots, great variety of loot, skills, and class customization. Fantasy setting.

2. Orb of Creation – More of an idle/incremental roguelike twist, very satisfying progression and discovery, fantasy-themed.

3. Cursed to Golf – While not fantasy, it’s a clean-run roguelike with unique mechanics and good item variety.

4. Dungeons of Dredmor – Classic roguelike with humor, deep item/powerup variety, and strong fantasy setting.

5. Brogue – Pure roguelike, very clean design, deep gameplay without meta-progression bloat.

6. Chronicon – Diablo-like ARPG with roguelite elements, loads of loot, deep build crafting.

7. Into the Breach – Sci-fi setting but extremely tight design with clean runs. Tactical, rewarding.

You might be picky, but your taste is clear — clean design, strong variety, and meaningful choices. Let me know if you want recommendations based on specific mechanics or platforms!

Cheers!

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That's awesome — congrats on getting the Windows port out! I love hearing about projects that started with NWN modding roots. The skills-based progression system sounds really interesting too, especially since it evolves based on how you actually play.
I'll definitely check it out on Itch — and a little menu clunkiness is no big deal for a solid roguelike experience. Thanks for making it free!

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Hey everyone!

I wanted to share a bit about a project I worked on years ago and have recently brought back to life. Endless Nights is a roguelike I initially developed and released for mobile in 2014. The game is built around a skill-based progression system, and it was inspired by some of the modding experiences I had with Neverwinter Nights.

After a bit of a hiatus, I’ve recently ported the game to Windows, and it’s now available for free on Itch.io and iPhone. The goal with Endless Nights was always to create something with replayability, focusing on dungeon exploration and random generation while still offering meaningful progression for your character.

Currently, I’m working on a random dungeon generator for D&D, but the ultimate aim is to get more eyes on Endless Nights and improve it over time.

Would love to hear thoughts and feedback from this community. You can check out the game here: [Insert link to game] – feel free to give it a try!

Looking forward to hearing what you think!

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