Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - spelk

Pages: [1] 2 3
Naturally Jupiter Hell.

But take a look at

Tangledeep & Midboss

They're newly released and need the communities support if possible.

Bionic Dues is a puzzley 4 robot RPG roguelike. If Chris Parks releases the source code, it will be because the project has ended. His code is probably pretty good. I know the guy and he's a perfectionist, and Arcengames always makes interesting and evolving games where the developers listen to the community and changes things way beyond release windows etc.

Arcengames are trying to make a living (they're currently embroiled in making a space RTS AI War 2 a reality, I can't see them open sourcing this, because a user on Steam requested it. Chris is an open guy, if things make sense to do so, he will.

@wire_hall_medic, just found PAL and have played a few games of it. As a massive fan of your QuickHack, this is yet another piece of self contained, action orientated quick to play roguelike.

Is this the result of your "superheroes" development process, or is that still in the wings waiting to show?

I like the immediacy of it all, you are in arena style compartments, rather than corridors and you have to react tactically with what you've collected so far.

Really enjoy the "Running Man" style to the audience and the corporations/institutions to configure your starting setup.

Your titles seemt to fulfill a need for accessible immediate gratification without too much investment, and you still get the thrill of combat and enough complexity to make it worth while playing.

Keep up the good work fella. Much appreciated.

Traditional Roguelikes (Turn Based) / Re: Brut@l ASCII roguelike for PS4
« on: August 18, 2016, 12:09:23 AM »
Just finished a podcast Interview with Producer of Brut@l, Richard Wood. Worth a listen if you're interested in the development of the game, and the indie game dev scene around Dundee - plus I manage to squeak out some insider secrets about the games mechanics..

Laserbeards Gaming Podcast Episode 7 - The Brut@l Interview.

If you can't be fussed to listen, here's the skinny:

Influences: Rogue, Nethack & Brogue
Dungeon Crawler homage to Roguelikes
Talismans available for elemental resistance after about D12
God's Favour is scaled for amount of gold you will have, first ask for favour is 1 to 500 Gold.. nudge,nudge,wink,wink..
Crumbling bridges, random crumble rather than actual footfall

Traditional Roguelikes (Turn Based) / Re: Brut@l ASCII roguelike for PS4
« on: August 08, 2016, 11:43:46 PM »
This game is out now on PS4.

Traditional Roguelikes (Turn Based) / Re: Brut@l ASCII roguelike for PS4
« on: August 06, 2016, 09:54:34 PM »
Necroposting here (apologies), but we just did a preview of Brut@l on the Laserbeards Gaming Podcast Episode 6

Whilst the game is action based, real time, twitch attack and block, it's mechanics are firmly leaning towards the roguelike. Perhaps it is a roguelite, but it pays homage to ASCII RL's much more than any roguelite I've seen about.

Most roguelites take one or two mechanics from roguelikes and build a novel action game around that. Brut@l seems to take quite a lot of roguelike mechanics and adds a splash of action gaming. They take the ASCII purity, but spin it in an artistic (and functional) way to almost celebrate it. You collect the ASCII characters to use in crafting and enchanting weapons. Hunger clock. Pizza. Randomised potions.

Your top down view of the map is pure 2d ASCII.

This game is never going to appeal to purist roguelike players, but it is advancing the genre more-so than most roguelites. This game could bridge the gap between action orientated players and true roguelikes. with luck they will enjoy it and its mechanics enough to dig deeper and come to proper roguelikes in the future.

Worth a look-see, IMHO moreso than the likes of Binding of Isaac or even Spelunky.

Roguelike Enthusiast

Other Announcements / New Arcen Roguelike on its way!
« on: October 08, 2015, 10:19:44 PM »
Arcen Games have suspended development on their 4X Stars Beyond Reach game, until March 2016, to work on an untitled  real-time "SHMUP" Roguelike!

Other Announcements / Rogue Game Junkie launches
« on: September 01, 2015, 06:50:02 AM »
Brian Rubin, the guy behind the popular site SpaceGameJunkie, covering all aspects of gaming in space, has just launched a sister site aimed at Roguelike appreciation. RogueGameJunkie.



Having followed Brian's success with SGJ, here's hoping he will have equal success spreading the word according to the @.

Traditional Roguelikes (Turn-based) / Retro RPG Puzzle [Android]
« on: February 19, 2015, 08:34:50 PM »
It feels like a movement based roguelike, but has a puzzley quality to it.

The basic premise is to get from one door to another. And you can select the starting door. Although the only decisions you make is where to move, as you move you knock out the available routes you can take. Also, some tiles require the HP to take them on, or a key to open them up.

Interesting abstract game for your commute. Unlocking different classes the more levels you cumulatively make it through.

Really like the idea behind your original game, looking forward to seeing the new version make an appearance. Especially to see the tile version in action.

Is it not set up as one vote submission per one IP address? Even then it can be doctored, but much less so.

I like the idea of being able to show support of multiple roguelikes in one vote, but if you can vote over and over again, it sort of makes your initial submission irrelevant doesn't it?

Absolutely and unreservedly in love with this game, even in its Early Access state.

Its a roguelike, tower defense, RPG hybrid that just works effortlessly in combining all elements into a tense strategy game that has procedurally generated dungeons and heroes with unique abilities that encourages you to become attached to them, and then be desperate when the permadeath hits.

You have to carry your crashed shuttles power crystal through a maze of sci fi dungeon rooms. You only have the two heroes that crash landed. You open each airlocked door, with anticipation of what is beyond. As you deliberately carve a path through the maze to find the exit, you have to gather resources, industrial (to build things), biological (to heal and level up heroes), dust (dropped from the entrails of your enemy) to power up rooms with light and make the defences within functional. Dust is also the currency with which you can buy equipment/weapons from wandering merchants. So theres a balance between powering up a path, and getting new kit.

This intricate balance, means you have to be really careful which doors you open up, because from opened but darkened rooms come the snapping horde! In waves. Ultimately to see your heroes destroyed, but also to break the crystal and make the rooms dark again.

You command heroes, and tell them where to go, what to open. They auto-attack enemies in a room. You also build resource crystals on powered up rooms with appropriate crystal slots. Building a crystal costs industrial resources and gets increasingly more expensive. So first room has an industrial crystal, second room has a biocrystal, and so on. So that each open of a door, you net the resources pumped out by these structures. But with each open of the next door, comes the clawing enemy. They will destroy all crystals pumps if left to it. It's your job to place heroes, and defensive structures (turrets, mines, healing posts, extra damage posts) to prevent your demise.

As you carve this path through, you can turn power off to cul-de-sac in order to scrape together dust to buy kit, or to re-route power to another more resource lucrative track. But beware, darkened exposed rooms become sources of the creeping enemy. So make sure you have a heavily defended choke-point/killzone.

If damage to your defensive structures occurs some heroes have the ability to repair. Also, in combat you can spend bio crystals to heal heroes on the fly. However, this is also used to level up heroes (making them tougher) and also to buy new heroes you might meet stranded on the way. Always keep some bio spare to pickup new party members - you can have a max of four. Some are melee, some are ranged, some are healers, some are speedy, some are slow high hit points etc.

Lastly, once you have the exit in sight, use your resources and heroes to plot out a well protected lit path to the exit, then one of your heroes (I suggest a fast one) must uproot the original crystal and carry it to the exit, whilst under many waves of enemy clamouring to take your life and your crystal.

Absolutely thrilling stuff. Pixel art. Lovely lighting and effects. Only three levels of dungeon at present in the current early access, but its being crafted regularly with community feedback/votes etc. I've put many hours into it, and quite a bit of it isn't active yet (like crafting blueprints). It is a very playable game at the current state, and I can't wait to see what other complexities and excitement it has to offer during development.

Well worth the effort, I picked it up on the off chance for £7, but after playing my socks off, had to badger Steam into changing my purchase into the Founders edition for the extra fruits available later on. Only £12 for that.

I will be playing the fook out of this game for a long time coming methinks.

The Sword of the Stars: The Pit (not Gold Edition) is currently 99p on Steam for the next 6 hours or so.

As far as I can tell, its a bit of a hybrid , you have "heroes" you can do RPG stuff with (although I've yet to be able to find any additional equipment for them) - theres a resource gathering economy based on rooms switch on with power from your original Crystal. Then theres a process of using a combo of heroes and defensive structures (which also cost resources) to guard  the rooms, and rake in more power to extend your room grab. There seems to be one off enemies, and waves of enemies. Once you explore with your heroes, enough to find the exit in a level, you have to uproot your Crystal and escort it to the exit - meanwhile endless waves of enemies try to stop you. It seems to be a bit brutal at the minute. Interesting concept. But there are only two turret types at the moment (or so I've found in the limited amount of play I've given the Alpha). Interesting though.

Congratulations on getting TOME on Steam, here's hoping you net some lolly from the whole process, and a lot more people start to take an interest in roguelikes.

Pages: [1] 2 3