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 - jim

Pages: [1] 2 3 ... 26
Traditional Roguelikes (Turn Based) / Re: Soulash
« on: June 19, 2021, 07:18:33 AM »
I'm sorry that it wasn't funded - would have backed if I'd seen it in time. Hope you are able to continue!

Temple of the Roguelike / Re: The Temple is crumbling down...
« on: March 28, 2019, 08:30:25 PM »
I rarely post but come here intermittently, mostly as an archive for Roguelike development. I always get excited when I see something new and/or in active development as inspiration hits. Thanks for posting those.

ToTR would be more active if there were more traditional roguelike development going on in the world today, but aside from Caves of Qud, I can't really think of a polished, production-grade roguelike that's hit the streets lately and blows people away. It takes a lot of time and energy to create the depth (and craziness) of a mature roguelike... these projects are few and far between. Meanwhile, hybrid indies have sort of appropriated the term. It's not like they're stealing the thunder -- they are filling a gap left by a dearth of development.

Still, you'd get more community engagement around here with less bickering and more, you know, community. Round robin games and the like. I definitely wish that people would keep their obnoxious "tough but fair" / "telling it like it is" opinions to themselves but the problem isn't trolls so much as a lack of an ambient, mostly harmonious community that drowns out the occasional troll.

Anyway, still very happy that this place is around and grateful that Slash maintains it.

Meanwhile, ToTRR would be more active if I hadn't accidentally gotten a rat for my first kill.

For those too lazy to watch videos, can you tell me how the multiplayer aspect is handled (in a turn-based game)?

Hey jcd748, I wanted to give this a try after a long hiatus, but I'm on a machine with crazy high resolution and it doesn't look like the UI is responsive at all. Do you have any recommendations for command shells (or what have you) that can do the heavy lifting?

Congrats and thanks for the continued development!


Well, I wasn't about to let a little thing like a tiny console window slow down my appreciation for SotW. I have to say that this is shaping up to be a legit, actual, flavorful, deep roguelike. It's really cool. The writing, though minimalist, is excellent. As a player, you definitely get that Omega feel -- like you're in a world that has plenty of room for variation, but is actually an opinionated, unique world with a history of its own rather than an algorithm that offers either [mysterious cave] or [collapsed basement] on any given playthrough.

So, I enjoyed a great deal and will continue playing. That said - dude - you gotta implement skills. Even if they are just placeholder effects, you should put them in for as many skills as you can. It's the only thing that's really taking me out of the experience, and it's unavoidable as a new player; you gain a level, sink skill points into skills, ask yourself "what does that skill actually do?", and discover that the answer is "nothing."

Anyway, thank you for continuing to build what's clearly a labor of love. It kinda feels like the top is about to pop off this sucker - inasmuch as traditional roguelikes have tops that pop off.

Hey Skeletor :)

They "balanced" Espers some time ago by creating otherworldly threats that are hungry for Espers. The more powerful a psychic you are, the more frequent and deadly their incursions. Upon defeating one of these threats, your character has a chance to gain a point of ego - which ratchets up your power and the danger. It's a great mechanic, less a nerf and more separating the progression of Espers from that of normies, which feels appropriate for intensely powerful psychics. Not sure that this predates October but there you are.

Water is very available. Personally I wish it were a bit more rare, and that merchants carried less of it around, but oh well. They've also drastically changed the way food works. Rather than having to carry around food, you instead "make camp" and can cook meals, either using ingredients or by referencing learned recipes. There's even a cooking skill tree now.

Player's Plaza / Re: Play roguelikes in retro style with cool-retro-term
« on: January 11, 2018, 09:43:00 PM »
looks great - a shame there's no windows version

No kidding! That's really cool. Always enjoyed Gearhead - a shame it faded.

Off-topic (Locked) / Re: Console videogames
« on: November 20, 2017, 06:26:11 PM »
Horizon Zero Dawn is pretty cool.

Can someone call a taxi for Krice?

You're more or less describing ADOM. People talk smack about it because the developer is a bit... idiosyncratic these days, but it's one of the all-time greats. Maybe even the greatest. It has all of the items you've mentioned in spades.

It does stem from an older era, so it can be difficult to master without spoilers.

Player's Plaza / 2 player roguelites?
« on: October 25, 2017, 07:27:02 PM »
It's that time again. I've enjoyed Enter the Gungeon and Vagante, but has anything else come out lately that's couch co-op friendly?

Player's Plaza / Re: Roguelike with persistent (or seed generated) world?
« on: October 25, 2017, 07:25:33 PM »
@AgingMinotaur, did you ever beat Legerdemain? I put so many hours into that fucking thing, feeling my way along the edges of illusory walls and scarfing food rations, but eventually I gave up (somewhere between that corrupt port city, the capital, and the faerie kingdom iirc.) As a game, it was exemplary of the bitch-goddess style of design; you had to plan out your journeys so carefully and ration yourself so meticulously, and it could STILL go off the rails at a moment's notice.

Traditional Roguelikes (Turn Based) / Re: Cogmind (now at Beta 3)
« on: October 25, 2017, 07:22:45 PM »
Congratulations on the release, Kyzrati - I hope you die rich AF (many years from now). :)

Design / Re: I need opinion on this map design
« on: October 25, 2017, 07:20:14 PM »
To me, it resembles a slum in a (very) crumbling city. The last dying gasp of NYC, 2299. Needs a few tarps and barrel fires to spruce it up.

Traditional Roguelikes (Turn Based) / Re: Axu (now at Alpha v0.5.2!)
« on: August 08, 2017, 03:01:23 PM »
 :o How did I not know about this game? Has anyone played it lately?

Pages: [1] 2 3 ... 26