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Messages - pulsar

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.3)
« on: February 23, 2014, 11:04:01 PM »
Yike!  Just got the update and the change to non-square levels introduces a much higher level of difficulty.  In the past you could always find a hidden room with some work.  Now, it's not worth trying.  That room could be anywhere around the outside, and you'll be starving before you've checked even a couple walls.  That's a lot of golden keys, scrolls, and potions folks won't be able to find.  That means the game just got much, much harder.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.2)
« on: February 20, 2014, 04:17:06 PM »
I've continued to play this awesome game and love it to death.  I have a couple complaints.  First is that the characters seem to play the same.  To win with a warrior is fairly straightforward:  save your upgrade scrolls, hope for good armor early, or from the roaming ghost, upgrade that quickly then pick up a good weapon as you continue.  However, I've found no unique advantages to playing the other characters any differently.  If you can pick up a wand of slow or a ring of evasion or accuracy, it makes like much easier.  The wizard's health gain is awesome for farming flies, but he isn't any better with a wand than anyone else.  The rogue may dodge a bit better in leather, but plate's absorb makes light armor pointless.   The can upgrade the girl's boomerang, but it doesn't do enough damage to be worthwhile.  So I end up playing all the characters in almost the exact same way.  They are just a little more difficult to win with than the warrior is.

Secondly, I now tend to skip the demon levels entirely.  The eyeball beams hit WAY too hard to be worth fighting, and the succubi aren't dangerous - they're just annoying.  There aren't enough health potion drops in the levels to make up for fighting those creatures, so you're better off skipping the levels.  I'll use potions of mind vision and maps of magic mapping to completely skip the last 4 levels and still beat the final boss easily.  I'd like to see these levels tweaked so that they're a bit more in line with the difficulty, or at least have enough health potions to make them worthwhile to fight through:  I hate it when you're motivated to skip portions of the game.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 07, 2013, 03:10:00 PM »
Thanks gravling.  I think I'm going to take a break from the game.  After grinding flies I had 18 health potions, a venomous +4 glance, and mail +5 or 6.  Got all the way to my first dwarf monk, then get disarmed before I could swing.  Equipped my secondary weapon, disarmed. Went back and farmed, came back to the monk, disarmed, disarmed, disarmed, dead.

The DM300 would get its butt kicked by these magical disarming monks.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 06, 2013, 04:21:41 PM »
I love this game!  I've been playing constantly for the past week.  I've made it to levels 15 and 16, but keep dieing there.  The game I'm currently in is going well, but I'd like to get a little more buff before going down to the dwarves.  How do you "reset" the shop keepers to buy more healing portions?

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