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Messages - mrrstark

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Hi, I've been playing a bit over the last day and have some feedback.

Overall I'm having a good time with the game. It's fun. I'm looking forward to the December release.

Do you have a blog, roadmap, anything with what's planned in the releases or things you're looking for feedback on?

I really like the character on display in the first village. Very cool. Loved that the grave robber quest builds the little mythology of the village. The first island as a whole was really cool.

I also really like the islands in a sea setup. Loved the exploration aspect and having to find a boat.

Liked the wide variety of classes, though I've only tried a couple so far. And haven't really gotten very far in the game, just got off the first island and got killed a few times after exploring the sea a bit and poking my head into other islands. Haven't really found a main questline. Also confused as to whether all the > dungeons scattered around are endless dungeons, seems like the descriptions suggest that?

I'd really like to have more display options. Bigger font mode, stretch font mode, fullscreen mode. Basically, more options for making the display bigger. It's too small in my screen's native resolution. If there is a way to increase this via text files, it'd be good to move it into an in-game options UI.

Another display issue is that the colors you've chosen, especially the dark-blue, I believe they're standard console colors, but I've always found the dark-blue on black background incredibly hard to read. Definitely came up when I was surrounded by shades at some point and thought I'd killed the last one...  It'd be good if you had some other color scheme options like "high contrast" "lighter darks!" or something, at minimum a way to lighten up the dark blue via ini files, though that's a pain for most users.

The game wears its ADOM roots on its sleeve though. Which actually leads to one of my points: If I wasn't familiar with ADOM UI, I wouldn't have a clue how to play this game. The UI for example, I think you need to annotate the UI keys as to what they do in each menu. I believe ADOM does this as well in its ASCII version. There's a string of symbols at the bottom of say the inventory screen and I can't remember what they do in ADOM so I just leave them alone. Also, inherited the weird Equipped->Inventory 2-step inventory display system from ADOM.

There's also a lot of opaque information, despite having read through the in-game help, and the pdf guide.

It's not clear what skills do, mechanically, and which ones are smart decisions. For example, it's not clear to me whether a witchling (an example of a reduced complexity via reduced choices magic user) should invest in, "magic" or "primordial". It's not clear what "magic" does but it sounds important. It's not clear what "primordial" does, but since its the witch's only magic school, probably important. My current guess is maybe magic influences AP gain and school-specific helps with damage sides? I have no idea. This is after having read the pdf guide, the info in the guide doesn't cover anything more than you could guess by the title of the skill.

A similar point for the spells themselves. It's not clear what a spell actually does until you cast it, then you can reverse-engineer what the #, R, 2B etc mean. (Though I still don't know what B means in 2B, blast? beam maybe?) That works for damage spells, but for cloak of shadows.... does it help me dodge? Does it provide mage armor of some sort? Is it a resistance booster? No idea.

Other mechanics like # of casts aren't clear unless you've coming from Adom as well.

5 as the keybinding to rest isn't clear when using a laptop with hjkl movement. I guessed . or w,. would cause a rest, eventually hit the 5 on the 1-9 row. I also guessed shift-R from other games.

Not sure how caster classes work with stats, for example, in some other games you have a casting main stat like willpower or int or cha. Wasn't clear to me if that was the case here, specifically for the Witchling which I was mainly playing, or if it was just Int for everyone, and willpower for... mana? Can't remember.

Because the skills aren't clear as to what they really do, I didn't end up playing around much at all with skills other than magic related skills. Not sure if they open up any more interesting playstyles, or are primarily for other classes.

Other Announcements / Re: LikeLikeLite Podcast
« on: March 22, 2015, 01:11:23 AM »
Haven't listened to it yet but will be shortly. Very excited, and kudos for putting it out there.

Other Announcements / Re: Felicia Day endorses Tome 4
« on: January 29, 2014, 12:45:42 PM »
This thread has convinced me this board has nothing more worth hearing.

Development Process & non-technical / Re: [7DRL] Gruelike - devblog
« on: December 11, 2013, 03:33:37 AM »
I thought it was intentional, a new branch of RLs, the GrL

"What trait disqualifies a game from being a rogue-like?"


Programming / Re: Releasing partly obfuscated code
« on: October 28, 2013, 09:15:53 PM »
You know, re-reading this, if your goal is to keep the secrets of the game etc. one way to go that's way better than obfuscation is separation of engine and module.

It's hard to do right, takes way more discipline, but for example, Tome4 does it with the T-Engine totally separate from the Tome module.

You could distribute the engine open source, and the module as binaries. The engine code can be perfectly maintained for readability, understanding, and expansion, any your module can keep all its secrets.

Incubator / Re: Dragon's dungeon (Roguelike/RPG)
« on: October 12, 2013, 03:17:36 PM »
Can you explain why you need all these permissions on android for your game?

For example, why do you need to pair with bluetooth devices?

Programming / Re: Roguelike Gameflow - Alternatives
« on: September 28, 2013, 03:28:02 AM »
I'm so sick of dungeons.
Every RL in the last while has followed that same formula of "explore this samey floor, then go down to the next samey floor where the same thing happens"

I believe this happens because of the lack of narrative confidence of RL developers.

Please, let's see some variety. Let's see some story. Let's see some games where you don't just fiddle with the unidentified potions... but you actually fiddle with the goals, the overworld, the story, the win conditions, everything.

7DRLs / Re: Obtaining Dungeon X: Flesh Wounds (7DRL 2013)
« on: August 27, 2013, 06:36:26 PM »
7DRL's are great. Dungeon X though wasn't really meant as a 7DRL, it was essentially an early tech demo prototype done by a studio to get publicity on their upcoming product, which is why they took it private again. They feared that the community would rip off their art assets or something.

Their announcement thread was here:

You can sorta see the reactions.

There aren't any good roguelikes written in Java.


IF there was a performance penalty from Java, a turn based genre like roguelikes are one of the most lenient genres. Most of the time, the CPU is just sitting there waiting for user input.

Usually, the complexity in roguelikes comes from interactions between items/monsters/players, and that has everything to do with the engine structure, and almost nothing to do with the language since you can get more than enough rope to hang yourself in both Java and C++.

I code professionally in C/C++, and code in Java/Python/anything else at home to relax...

Finally, I've been using this Java based framework: libGDX
Easily ports to Android and other platforms.

Guess what I just saw on google play:

7DRL all grown up, Quadropus Rampage!

Downloading now. Excitement.

Incubator / Re: Dragon's dungeon (Roguelike/RPG)
« on: August 19, 2013, 02:13:58 PM »
Looks neat so far. Nice gfx. Scary flagposts! :P

Any more details about the game design? Why is it different than others?

What's this mean? "a non-standard system of character development"

When do you expect something playable?

Programming / Re: Music & Sound For Your Rougelike!
« on: August 18, 2013, 01:21:23 PM »
You guys are way too negative sometimes.

Listen to a couple of his tracks, pretty cool, pretty game-appropriate.

Just listening to "and they drink until they see in threes" now. Reminds me of amiga-era stuff I used to play back in the day.
I think someone could use these to great effect.

Thanks for the heads up!

Early Dev / Re: Zagadka, very early but playable
« on: August 11, 2013, 02:47:16 PM »
I like the look, it sounds cool. I found the dungeon entrance but couldn't go inside...

I tried > . 5 space all the normal keys non-shifted

I noticed that the stairs (>) made the UI say "Dungeon entrance", but so did the space immediately to the left.
The entrance was generated in a mountain patch, sliced by a road. the entrance was on the road

I went further down the road and found another dungeon entrance that I again couldn't use
I noticed this time that pressing the > key (shift + .) spend a turn, so its like it's trying to move me....

Early Dev / Re: Forbidden Depths - A 3D first person roguelike
« on: July 26, 2013, 12:47:51 PM »
Side-step .... I wonder if a 2 finger swipe would work...

Exactly. Mobile targets _NEED_ innovative and well thought out UI and control.

I've downloaded sooo many games, only to discard them in a couple minutes because the designer just didn't figure out how do UI on mobile.

If you look at most of the RL's on the store right now, all but a couple don't do UI very well, often grafting on a D-pad, A/B buttons, like it was an NES controller. Your hands get in the way, there's no haptic feedback, and often the accuracy is terrible so the gameplay is poor.

In my own little toy Android project, 2d top down tile based, I'm very much trying to keep the interaction swipe/gesture etc. and trying to retain high accuracy input, and trying damned hard to avoid ui buttons etc.

If you look at the game "Osmos", it's not an RL or anything close, but they try to use 1, 2, & 3 finger swipes & taps to mean different things. It's not the best implementation, but they were trying anyways, which got me thinking.....

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