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Messages - Nachtfischer

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16
Strange, none of my unzipping programs is able to unzip the package. They all say something like "wrong format".  :(

17
Traditional Roguelikes (Turn Based) / Re: Mercury (Now at Beta 1.0)
« on: July 17, 2012, 06:31:27 PM »
Sounds great indeed. The gameplay in itself is also quite nice actually. Clear and easy to pickup, very tactical, nice graphical style. I'll play it from time to time for sure. :)

18
Traditional Roguelikes (Turn Based) / Re: Mercury (Now at Beta 1.0)
« on: July 17, 2012, 04:48:11 PM »
Very interesting concept! What if the winners don't really care for designing a reasonable/meaningful object? Some losers might fill the game with even better stuff? We'll have to see how it evolves (and I obviously have no idea about how the editor works in detail). ;)

19
Traditional Roguelikes (Turn Based) / Re: QuickHack 1.1.8
« on: July 13, 2012, 02:41:14 PM »
Any info about what this game is? First time I hear of quickhack. Is it a variant of the old roguelike "hack"?
I guess it has not too much to do with it (except the name and being of the same genre). It's just a new coffeebreak roguelike with quite focused design and nice and fluid gameplay mechanics. :)

20
Traditional Roguelikes (Turn Based) / Re: QuickHack 1.1.8
« on: July 12, 2012, 10:20:33 PM »
On a first note item variety (and naming) really seems to have improved. Already had some rather tough decisions to make there. Nice! :)

21
Traditional Roguelikes (Turn Based) / Re: WazHack (now at v1.0.9)
« on: July 12, 2012, 09:27:28 PM »
Got a question: What's the difference between Sorcerer and Wizard actually? :-\

22
Traditional Roguelikes (Turn Based) / Re: QuickHack 1.1.8
« on: July 12, 2012, 06:29:28 PM »
Changelog looks neat. Great to see, you included some suggestions. Will try as soon as I find some more free time. :)
Also looking forward to the saving feature. I can see this game escorting me through many "not-at-home-and-therefore-only-having-a-sh*tty-netbook-with-me-times" in the future.  ;)

Edit: Another thing I forgot to mention, that came to my mind while playing the last version already: Perhaps gold should be auto-pickup? The problem being that it takes a turn, but it would feel much more fluid just to "run over it" to get it, really. Who doesn't want to pick it all up, anyways. Don't know if it should just be picked up without taking a turn or something. Might be quite a controversial suggestion.

23

why not just cut out the MUSIC and VISUALS guys and turn THEM into stretch goals, since they're un-needed extras? If there's anything people who like ADOM want from Biskup it's to fix the bugs already and make sure it runs on modern systems. Not MUSIC, not TILES, not extra races and classes, NOT STATUES OR A DONATORS' TOME.
Don't underestimate the value of a "shiny" production (especially tiles). Not concerning gameplay, but accessibility and therefore financial aspects. Just wrote a comment about that in Biskup's blog.

24
Traditional Roguelikes (Turn Based) / Re: QuickHack Complete!
« on: July 05, 2012, 08:55:29 AM »
I found an armband but it wasn't apparent if it was equipped or not.  In the inventory screen pressing 'e' didn't seem to do anything.
Your three equipped items are displayed at the top of the screen next to the item type icons. Below's your inventory. To equip/exchange select the item in the inventory and press enter (or just "e" I think).

25
Traditional Roguelikes (Turn Based) / Re: QuickHack Complete!
« on: July 05, 2012, 06:50:44 AM »
Gave it another try with knight and barbarian and had quite some fun. :)
The missing indiciation of the special power is obviously NO problem there at all (because it's activated immediately). So that was indeed a class specific complaint I had. Also, I have to say that I do like the slow introduction of new enemy types per level. Combined with the simplified inventory it gives me this "Shiren feeling" again (which is quite amazing because Shiren is one of my favourite games ever). Maybe there's no need for changes or additions there. Though I wonder if 7 types (including minor variations) are enough for 30 levels. A few more maybe? Felt fine till level 15 though.

Still the game would (just like Shiren) hugely benefit from having quite a variety of items with different effects, I think. At the moment it's just too obvious. First you find all the white items (guess there's only one of every type?), then the (obviously better) green ones, then blue... there are just no interesting decisions item-wise. They could as well be picked up and equipped automatically.

26
Traditional Roguelikes (Turn Based) / Re: QuickHack Complete!
« on: July 04, 2012, 07:34:12 PM »
Some first impressions.

  • Very easy to get into. Nice interface (love the immediate feedback when fighting, not having to look at a message bar all the time). It's really just "pick up and play". Also thank you for putting in the shift+arrow keys to move diagonally. Ever since I played Shiren the Wanderer I'm wondering why so few roguelikes include such an option. This and the very well stripped down gameplay make it perfect for netbook/laptop gaming. That's pretty cool! :)
  • Nevertheless I aggree that it would be neat to at least have options for bigger resolutions. On 1080p it's quite tiny.
  • There should be some indication when activating the special. At first it was completely unclear to me whether "s" did something (playing a warrior). When I hit it became pretty obvious, though.
  • Especially the first 2-3 levels were a no brainer. Might be good for a first time player but I'd imagine them getting pretty boring after a few tries. The following levels were much more exciting.
  • Typo, I guess: It says "Minotuar" instead of "Minotaur".
  • No savegames? 1-3 hours (taken from RougeBasin) is quite long for a "coffeebreak". ;)

This one really has potential to become one of the better (if not best) coffeebreaks out there while retaining the original "roguelike feeling". Put some more stuff in it (found the same items over and over again on floors 1-5, perhaps enemies but that'll need new balancing again) and it'll be even greater. Do you plan on expanding it?

27
I'm in, too. Would be great to see some polish on an "ancient" roguelike. :)

28
Programming / Re: Cult - Awakening of the Old Ones
« on: June 09, 2012, 05:03:46 PM »
4400$ already. And some PayPal money I'd imagine. ;)
Hope it reaches even more so some additional features find their way into the game.

29
Just weird graphic bugs for me. :(

30
Off-topic (Locked) / Re: Roguelike Tattoo
« on: May 06, 2012, 10:02:16 AM »
Well, you're da Roguelike-Man!  ;D

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