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Messages - jere

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16
Early Dev / Re: Golden Krone Hotel
« on: August 20, 2017, 09:56:59 PM »
OK, you're on the list.  ;)

17
Other Announcements / Re: Roguelike Radio podcast
« on: August 19, 2017, 11:09:56 PM »
There are innumerable problems with Nethack but the main one is that the design philosophy is "here's a reward for being a nerd".

The game is a big pat on the back for knowing trivia about ancient mythology, Tolkein, D&D, and Nethack itself. Anyone who doesn't want to spend a decade learning all that can go fly a kite. Count me out.

18
Early Dev / Re: Golden Krone Hotel
« on: August 19, 2017, 11:02:42 PM »
If anyone is interested in testing mac and/or linux builds, let me know.

19
Early Dev / Re: Golden Krone Hotel
« on: August 08, 2017, 12:27:45 PM »
Two things on the same day oddly:

Roguelike Radio Episode 138: Golden Krone Hotel

Also released an update featuring the Underworld branch. Full details here.


20
Other Announcements / Re: Roguelike Radio podcast
« on: August 08, 2017, 12:24:26 PM »
Quote
Yeah, there are a lot of commands in a true roguelike. Unlike in your not-roguelike.
I think you should make a new account if you really want to rile people up. At this point it's just funny Krice.  ;D

Other games have done light mechanics. Even one of Darren's had it (and is about playing a grue no less).

I didn't invent anything really. What I meant was most major roguelikes don't do per-tile light calculation, especially with continuous values instead of having (or appearing to have) discrete lit/unlit states. Feel free to prove me wrong. I didn't say any of this on the show because I was way too nervous to form coherent sentences.

21
Early Dev / Re: Golden Krone Hotel
« on: June 25, 2017, 10:09:22 PM »
Continuing the "Things I hate..." series with Part 2 about Identification: http://www.goldenkronehotel.com/wordpress/2017/06/25/things-i-hate-about-roguelikes-part-2-identification/

22
Early Dev / Re: Golden Krone Hotel
« on: June 23, 2017, 01:42:00 AM »
As promised, the game is on it's biggest sale yet at $3.50 (30% discount).

Quote
The truth is, when I'm reading Steam reviews, players think about <=5$ games as a low-budget (ie: simple, ugly, often buggy), so 10$ price tier sounds sensible.
Yea, true. I feel like there's two sides to it though. The price influences the perception of value. That is certainly the case. At the same time, price is a HUGE factor mentioned often in Steam reviews. Reviewers trash games all the time, not for being bad games, but because they don't think the game is worth the base price (even if they got it at a huge discount). I'm hoping the latter isn't a big factor here.

23
Other Announcements / Re: IRDC 2017 - Any takers?
« on: June 18, 2017, 10:32:51 PM »
Whatever you're into man. I won't judge. If you want to avoid roguelikes and women and instead drink, I'm sure you can log off and crack open a cold one with the boys any time you want.

24
Other Announcements / IRDC 2017 - Any takers?
« on: June 17, 2017, 11:37:21 PM »
It's about halfway through the year and I haven't heard any chatter about IRDC 2017. I'm in the states, so I'm specifically talking about the US version but I haven't heard mention of the European one either.

The last 2 were in Atlanta and Brooklyn and I recall both being announced by now in the year. So I figure that process should probably be starting now if it's gonna happen.

I know it's an exhausting thing to organize a conference, so I imagine the previous organizers may not want to do it again. I really would like to hold one in Raleigh. However, I have no idea to get space downtown while also keeping the whole thing free. It sounds like universities are a good option, but my alma mater is a couple miles away from the downtown area. Any one want to host?  ;)

I guess I should also mention there is the Roguelike Celebration. That was a huge event last year on the west coast and it could probably fill the need for an IRDC maybe.... but it's also a much bigger group and seems less dev focused.

25
Early Dev / Re: Golden Krone Hotel
« on: June 15, 2017, 12:05:02 AM »
Quote
It's interesting how price rise will affect sales.
Definitely. I'm more interested in gaining a bigger audience than I am in a higher sale price. I don't think people invest in and value a game that they got for so cheap. The higher the base price, the higher the perceived value. There was a really good article recently that found that games priced lower than $10 did horrible compared to games price at $10 or higher: http://www.gamasutra.com/blogs/LarsDoucet/20170509/297708/What_I_learned_playing_quotSteamProphetquot.php

Quote
I'd wait for 1.0 release for changing the price
Well, that's what I'm trying to achieve essentially. I want to increase the price for 1.0, but there's one problem.

I also want a launch discount, which is both extremely common and recommended. Valve prevents you from putting a game on sale for a couple months after you raise the price, for good reason. So I need to raise it a few months before launching.

I figure very few people will be buying it at full price in the last couple months of EA anyway, especially since I'm offering the opportunity to buy for about 1/3 of that price during the next sale.

26
Early Dev / Re: Golden Krone Hotel
« on: June 14, 2017, 03:04:00 AM »
Steam Trading Cards and Price Increase

Boom goes the dynamite.



Golden Krone Hotel now has Steam Trading Cards. There's 5 cards, a badge, 3 backgrounds, and 10 emoticons to collect. Apparently, I forgot you also have to check a box to tell Valve your game has trading cards and achievements (even though it clearly already knows that). So... I've checked those boxes. Now you can see the features are present on the store page. Woot!

Some of you may have already been awarded cards for your playtime. This is really good, as I was initially concerned that recent changes to Trading Cards might prevent the cards from dropping completely for games like this one. Fortunately that's not the case.

One more thing
I'm putting the game on sale soon, though I can't say exactly when. When that happens, Golden Krone Hotel will be the cheapest it's ever been (and cheaper than it will be for several months).

Shortly after the sale ends, I'm planning on raising the price from $5 to somewhere around $10. This is a really tough decision to make, but I think after adding a tutorial, save system, unlockable classes, morgue files, a bunch of new branches and monsters, and all around polish the game is worth more than it was at launch.

If you have feedback on pricing, I'd be glad to hear it.

http://steamcommunity.com/games/497800/announcements/detail/1341358701085518174

27
Nah, I just meant I was satisified with it.

The thing with the minimap is people already rarely look at it and I don't want to have them completely ignore it. I could probably tone down the colors though.

28
Thanks for the feedback!

I've known about the resizing issue. I'll try to tackle that soon.

I'm planning on making menus fancier, but not sure what else to do with the minimap or main menu. I was pretty happy with those. Hmm.

29
Early Dev / Re: Golden Krone Hotel
« on: June 01, 2017, 04:19:45 PM »
Starting a series on roguelike design:

Things I Hate About Roguelikes – Part 1: Burden of Knowledge

Quote
I love roguelikes. Traditional roguelikes. Turn based, grid based, punch-you-in-the-gut roguelikes.

The complexity, depth, and emergent gameplay in these games rival any other genre out there. The heavyweights like Nethack, Crawl, and ADOM can be played for years without mastering them… or sometimes without a single victory. And in the last decade, roguelikes have proven beyond all doubt how valuable their ideas are. Despite being a genre invented in 1980, new games are constantly borrowing roguelike ideas and even the name itself.

And yet we haven’t seen a big adoption of traditional roguelikes. Roguelite action has done gangbusters of course. Games such as Binding of Isaac sell millions of copies. Nuclear Throne and Spelunky aren’t too far behind. But where’s our Binding of Isaac? Where’s the turn-based dungeon crawler blowing up the Steam charts? Clearly, permadeath is something many gamers are willing to stomach. Games like Civilization are proof positive that they enjoy turn-based stuff too.

I’d argue that there’s nothing inherent in the structure of traditional roguelikes that is holding them back from mainstream success. It’s simply that, for the most part, the genre is still stuck in the 1980s...

30
Awesome! Let me know how you get on with it.

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