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Messages - jim

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I tip my Oedipus complex to you, sir :)

Player's Plaza / Re: Worst roguelike you played?
« on: February 13, 2016, 03:32:28 PM »
Heh, I am definitely in the minority here, but for me it would be a tie between Dungeons of Dredmore and TOME. DoD I think has been unmasked over time as a basically stupid and boring game with a dumbass Monty Python motif, but TOME is very well-loved by a lot of people.

The numbers would indicate that TOME is just great and I'm an idiot. The game has an active and involved community, and they love the dev (and they should! he's a cool dude who will turn your character into a pirate sometimes.)

The reason I don't like TOME is because it seems like it lacks heart or purpose. It started as a *band variant and mutated into something that resembles... I dunno... The League of Legends extended Multiverse? "In the time before the Spellblaze, blah blah blah, now mages are hunted except they actually aren't..." The plot is so meandering and irrelevant, and the game is so repetitive; you perform the same sets of missions again and again and again. It's a grindfest that lacks much in the way of discretion. And the nature of combat, wherein you lose 400 health, regenerate 300 health, get five status debuffs, and seven buffs over the course of a single round... it's just not particularly exciting to me. It seems excessive, yet meaningless.

I guess I'd call these the worst (for me) because they actually managed to make a negative emotional impression on me, and as they say, it's a thin line between love and hate. I've played plenty of broken or generic roguelikes that made no impression on me whatsoever. I guess empirically those would be the worst (as Ancient mentioned) :P


Yeah, wire_hall_medic, I think your tone is great. You don't need to push it into a Hunger Games / Thunderdome / Running Man theme. Don't get me wrong, those are wonderful dystopias, but they create a sense of oppression that I think runs counter to what you are going for. Granted, I am inferring a lot from a demo, but I saw PAL as a more cheerful game, kind of a friendly, snarky, capitalist adventure. I guess the key difference is player agency: a life chosen rather than basically being a hostage to a system.

Anyway, fun stuff. I guess I got intrigued!

The prologue and introductory sponsorship is very funny for genre insiders, and it sets up an expectation for a Nascar-esque adventurer experience. I find myself hoping for the commercialization and theatre of adventuring as a central part of the game (double kills earn popularity points, an adventure that becomes boring might have a boss tossed into the arena, you might have to renegotiate your contract between levels, your sponsor might demand that you have a partner / nemesis -- lots of options.) The absurdist potential for something like this is definitely there. The flipside is that until more of that potential is in place, what we've got is a fairly straightforward roguelike demo with a funny intro. May the force be with you!

Haha, glad I was not the only one!

I'm just starting to get my sea legs. Dex seems to be incredibly important. Low Dex = never hit. The amount of damage you deal at the beginning is heavily predicated on your starting weapon. I've tried Dog Man a couple times. You?

The game seems intentionally chaotic; I once started on a map that froze me to death after a few rounds, long before I could find the exit. Another time, I was instakilled by a monster (Severed Hands, I believe) because they just have a straight % chance to kill you when they hit - again, this was on the first level. So I think part of the bafflement and insanity is intentional and even charming. It's a crazy dungeon full of traps and unfair deaths.

Okay WTF. Why come I am so stupid. Can someone please explain how to play this game to me? Can mouse use be avoided entirely? I feel like I'm having to check three screens to determine the outcome of a combat round. Obviously the amount of content is amazing and the TLC is evident, but I am confused and frustrated when I try to play.


<-- Dumb. Okay, just never played a roguelike with WASD controls. Now everything feels more intuitive.

Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: February 09, 2016, 04:30:05 PM »
It would be awesome to be a spice merchant. Just wandering the roads with mule in tow.

Player's Plaza / Anyone playing Crashlands?
« on: February 08, 2016, 05:20:33 PM »
It really scratches the compulsive need to tap on a mobile device. I'm really enjoying it.

Ah, I see, you are going for a kind of parsimony here with your text display. Marquee was the best I could come up with to describe "You attack the Orc! You miss. The Orc attacks! He hits." Especially since the both of you occupy the same square during combat, I had trouble determining who was doing what to whom without checking back on my character sheet to determine whether I'd been damaged.

I will check the manual and give it a few more plays - those were just my first impressions. For a game with so much detail, I was surprised at how hard it was to tell what was going on.

Just 3 quick thoughts.
-Stuff's hard to read
-It's hard to tell what's happening (I'm used to a marquee display of some sort.)
-Seems like there is a lot of awesome stuff here

Thank you for updating! I go buy now.

akeley - thank you for the calm head / stones

Harsh! I think akeley was surprised/frustrated that devs don't support the venues that are (supposedly) designed to better support then.

But then, the wasteland is a cruel place.

You guys rule thumbsup.jpg

Thanks, Mr. Minotaur! I guess my experience must be several versions behind.

Akeley, if you are successful, I'll grab it. I am not anti-steam in particular, but the ease of use aspect is a big deal, particularly because I am a big slacker who likes to play RLs at work.

Has anyone been playing this? I was fascinated when it came out years ago, even though it was mostly empty after the first couple dungeons.

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