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Messages - jere

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Temple of the Roguelike / Re: October 22 events
« on: October 26, 2016, 12:54:06 AM »
Great job Slash. That sounds absolutely terrifying though.

7DRLs / Re: The Only Shadow That the Desert Knows [7DRL 2016 - Success]
« on: October 26, 2016, 12:47:38 AM »
Ya, no problem! Let me know if you have fun with it.



Golden Krone Hotel is a gothic horror roguelike. Fight vampires with sunlight or become a vampire yourself and sneak in the shadows.
  • It's a roguelike, really! Turn-based combat, permadeath, and challenging gameplay
  • Fully dynamic lighting. Bend light to your will by manipulating torches and sunlight
  • A groundbreaking potion identification system that rewards risk taking
  • Each run requires you to play as both human and vampire, each with different strengths and weaknesses. Humans are frail spellcasters. Vampires are brawlers with super human speed and strength.

Why Early Access?
“While Golden Krone Hotel is already fully playable and beatable, your support could make the game dramatically better.

Like any other roguelike, the emergent gameplay in Golden Krone Hotel results in a lot of unexpected and zany situations. Fine tuning all that takes time and requires feedback from many players.

During that time, we want to hear all your stories about stupid deaths and hard fought victories. And we also want input from the community on how the game should evolve.”

Early Dev / Re: Golden Krone Hotel
« on: October 22, 2016, 01:42:21 PM »
Game releases in 3 days.

Rogueliker is doing a giveaway of 4 keys.

7DRLs / Re: The Only Shadow That the Desert Knows [7DRL 2016 - Success]
« on: October 18, 2016, 10:30:53 PM »
Huh, I never posted my talk from IRDC here. I thought it went pretty well (a couple people I look up to said it was one of the highlights, so there's that).

Roguelike Time Traveling

And yea... I'd really love to keep developing this thing one day. I have lots of ideas and no time.

Early Dev / Re: Golden Krone Hotel
« on: October 18, 2016, 12:41:30 PM »

Golden Krone Hotel comes out in one week.

Here's a final set of changes that have been pushed (excluding any major bugs that come up in the next few days):

  • Better game over screen. You now get tips about things you might have forgotten to do. Also, "Amazing Plan" (the hilarious silent film track) has been brought back for this.
  • High level spellcasters have been toned down significantly (particularly, there should be less chance to have repeated chains of damaging magic)
  • Noise now travels half as far in Easy mode, which should make it far less likely to get surrounded
  • Jack o'lantern torches have been added back as an option.
  • Added tooltip to the books icon that appears when you pick up books as a vampire
  • Water damage has been toned down in Easy mode, which just barely removes the only instakill potion
  • Fixed some bugs with tooltips staying after the game ended
  • Shift tab fixed (I think)
  • Fixed a bug with duplicated music
  • Fixed a rare bug with rebinding keys
  • Revolver wasn't making noise on a miss, but this has been fixed
  • Pressing Escape on the screens after the title screen takes you back to the title screen

Early Dev / Re: Golden Krone Hotel
« on: October 14, 2016, 12:30:44 PM »
Well, this is super cool. Got a writeup in Rock Paper Shotgun:

 8) ;D

Early Dev / Re: Golden Krone Hotel
« on: October 12, 2016, 03:17:53 AM »
After slowly chipping away at the game for nearly two years, I'm proud to announce:

Golden Krone Hotel launches on Steam Early Access on October 25th.

Let me say that working with a musician is a night and day difference for making a trailer. :)

I've been doing some small scale testing and testers have pointed out a few usability issues that I've fixed. Other than that, I haven't seen many bugs. The game is missing a lot of what will be in the full release, but that's why it's going into EA (it's still totally playable of course).

Also of note is that Rogueliker has just started another small video series:

Other Announcements / Re: Roguelike Radio podcast
« on: October 06, 2016, 12:45:26 PM »
More like troll core, AMIRITE?

Early Dev / Re: Golden Krone Hotel
« on: September 04, 2016, 12:35:01 AM »
 :D Thanks!

Early Dev / Re: Golden Krone Hotel
« on: September 02, 2016, 12:17:49 PM »

New blog post: Making a Title Screen

RaconteurNick, you can ignore Krice. Having only two posts, you probably wouldn't know he's the resident troll.

However, I would spend some more time evaluating if ASCII is really the way you want to go. The trees look nice, but appear to be using that "ascii as pixels/lines" approach that is barely recognizable as ASCII. The rest looks mostly like placeholder art, so it doesn't seem that you are too far in to change directions.

Most ASCII games are not only hitting the nostalgia notes, but actually delivering a traditional roguelike experience as well. Cogmind is a great example.

Other games use ASCII as a theme, but stylize/polish the hell out of it, so they're no longer relying on hardcore players. Like Brut@l

If you're making a shmup game, you're not going to be getting a huge amount of interest from the hardcore audience (though actiony roguelites are certainly still discussed here). And if the game doesn't look absolutely amazing, the mainstream audience is going to be confused or apathetic.


I did a sizable update to the game to address feedback received in a Feedback Friday thread on reddit. Also added some cool stuff just for kicks.

  • Forward time travel can now be visually observed while in transit (both locally and globally)
  • Stair "timefragging" has been fixed
  • Bug with victory screen not appearing after timefragging has been fixed. Timefragging remains in the game for now (if you think it's too easy, don't use it!)
  • Support for international keyboards (if you experience a problem, please let me know!)
  • Border added to territory display
  • More blood! Wider radius on blood, amount is damage based, and blood can now affect background coloring.
  • Scrolling with keyboard now supported
  • Hints added, more warnings, and more clarity in general
  • New book notification that says when individual books were lost
  • Artifact names are now colored in books
  • Artifact name stylizing is much better!
  • Artifacts are no longer exclusively handed down to first born (I think)
  • All trees are now passable, making navigation easier
  • Animals wander more during time travel
  • Timeout on description tooltip
  • Additional actions now supported with mouse (talking, stairs, waiting)
  • Full message log added
  • Effect added to denote character position when changing views
  • Expanded artifact naming
  • Numpad options added for rest and wait
  • Internet Explorer support nominally added (god forbid you actually use it)
  • Readme added to download

Other Announcements / Re: 2016 Interview with Glenn Wichman
« on: July 09, 2016, 11:13:54 PM »
People play AAA F2P garbage, because they want to play them.
And people play slot machines and buy lottery tickets because they want to as well. OK.

Surely, AAA tend to have better graphics, music, and polish. It explains a lot about their success, but it doesn't explain it completely.

Lots of games have great art and mechanics and just don't go anywhere. The developer behind Auro has recently confessed that, despite working on the game for 6 years, it's been really unsuccessful:

Other Announcements / Re: 2016 Interview with Glenn Wichman
« on: July 08, 2016, 08:02:15 PM »
^The Android and Apple appstores each contain about 2,000,000 apps.

Compare to Steam, which has fewer than 10,000 games. And even on Steam people complain about the "indiepocalypse" where it's harder and harder to make it every month.

If there's 2 million apps in the store, there's no way in hell someone is going to randomly stumble upon your game. You need good reviews, marketing, word of mouth, etc.. Generally there's a feeling that the app store owners could do more to surface interesting games, but that's a difficult thing to do. As it stands, the rich just keep getting richer. The AAA F2P garbage stays on top because they can afford millions in advertising.

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