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Traditional Roguelikes (Turn Based) / Re: Cogmind (now at Beta 15)
« Last post by Kyzrati on May 06, 2025, 12:14:09 AM »


Cogmind Beta 15 "0bPrime" is released!

The epic conclusion to the UFD expansion is here, bringing with it a major new map, 100 new items, and Cogmind's 10th unique ending!

For more details and demo images check out the release notes.
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Distinctive, Evocative, ideally Unexpected Choices >>>>> Incremental Maths

Feel usurps Balance, nebulous concept that the latter even is.
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Hey everyone,

I’ve been thinking a lot about how to design meaningful choices in roguelikes — the kind that make players pause and really consider the consequences of their decisions.

Whether it’s picking a risky route through a harder area, choosing between two mutually exclusive abilities, or sacrificing resources for long-term gain, these kinds of moments are what I love most about the genre.

But striking the right balance is tough. Too many “correct” choices and it becomes predictable. Too random, and it feels unfair.

So I’m curious:

How do you approach decision-making design in your roguelikes?

Any favorite examples from games that nailed this?

What kinds of choices do you think are underused or overrated?

Looking forward to hearing your thoughts and maybe stealing—I mean, being inspired by—some of your ideas 😄
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Hey there!

Hiho! Thank you very much for kind words! Hope to meet you in-game! :D


And there is another update :)

Almost all sections of the website have been updated and refreshed. Plus, we’ve added some new pages:

Race and class stat tables — perfect for diving deep into theorycrafting :)
https://tangaria.com/race-class-stats/

Player housing guide — from a humble hut to a full-on castle
https://tangaria.com/guide/houses/

Combat tactics — useful not only for Tangaria but for roguelikes in general
https://tangaria.com/guide/tactics/

Video guides — for those who learn best by watching
https://tangaria.com/video-guides/

Lore debates — quirky and controversial moments from the game world
https://tangaria.com/lore-debates/

Take a look, explore, and feel free to leave comments. If you notice anything missing — let us know and we’ll add it!
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Traditional Roguelikes (Turn Based) / Re: Epyx Rogue for Switch
« Last post by aremef on May 03, 2025, 09:06:55 PM »
Sorry to hear that.  On Windows, it is exactly like the old DOS version I played in high school.
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Other Announcements / Re: Rage of Mages 2 (online RPG multiplayer server)
« Last post by amorapotter on May 03, 2025, 09:25:26 AM »
What kind of playstyle or class build benefits most from the new Ascension and Reclass mechanics in the latest RoM2 season?
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Traditional Roguelikes (Turn Based) / Re: Epyx Rogue for Switch
« Last post by cynthiarbratcher on May 03, 2025, 07:56:12 AM »
I understand your frustration. It's disappointing when a beloved classic gets such a careless port. Sharing your feedback matters-hopefully the developers will listen someday.
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Hiho!

In this topic I wanna share my video streams at Tangaria :)

Tangaria ( http://tangaria.com/ ) –  free open-source persistent online multiplayer roguelike game. In addition to traditional roguelike features, it has MMORPG-like gameplay: real-time (with semi-turn-based mode when you are injured), PvE in group, trading between players, real economy, PvP etc

Tangaria powered by PWMAngband ( https://powerwyrm.monsite-orange.fr/ ), which derived from MAngband ( https://mangband.org/ ) and also got some TomeNET ( https://www.tomenet.eu/ )  features. And of course, all three games were initially based at Angband ( https://rephial.org/ ) :D

My first adventure.. At last I've made it after 6 month of work at Tangaria tileset :) Finally the game is playable!

https://www.youtube.com/watch?v=RTqdGQcK_lI

My second adventure got several funny YASDs:

https://www.youtube.com/watch?v=NVFDHbq3xKA

I'll be glad to hear your feedback; you are welcome to ask any questions :)

Cya in-game!


Hey there!

Thanks a ton for sharing your Tangaria streams — it's awesome to see the game in action, especially after all the work you've clearly put into the tileset. Really impressive that it blends classic roguelike elements with real-time multiplayer — that’s no small feat!

Just watched your first adventure — congrats on getting it playable after six months! The visual style adds a lot of charm and clarity to the classic gameplay. Also had a good laugh at the YASDs in your second video 😄 — classic roguelike moments right there.

Looking forward to seeing more of your adventures! Keep up the great work, and I’ll definitely be checking in on the progress.

Cheers!
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This looks amazing — love the concept and tone! A disgraced wizard doing magical heists to pay off student loans? Instantly hooked. The environmental interactions and spell variety sound super fun, especially the creative combos like freezing water or burning furniture mid-heist.
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Preview release 4: Mansion on the Hill has been released, adding the Mansion location type, expanding the faction system, and adding difficulty settings.

IMPORTANT: Saves from previous versions of the game will not work with this version! At best, several mechanics will be broken, and it's very likely that old saves will cause errors or crashes.

This has ended up being a pretty big update, but let's start with the most notable change, which is the introduction of a new location type: Mansions!
  • Mansions are full of valuable treasure, but also full of guards.
  • It's possible to get an Invitation to a mansion in which case you may be able to walk in through the front door without being bothered, as long as you're well-dressed enough. If you stay on everyone's good side, some nobles you talk to may have opportunities for you.
There have also been some additions to faction interaction:

  • You now gain reputation with factions as you trade with them, but gaining rep with a faction causes its enemies to like you less.
  • Some previously always-hostile factions might be able to be won over and traded with now (or even start neutral rather than hostile).
  • There's a new trespassing and disguise system in place when visiting locations.
Another change worth mentioning is the introduction of difficulty settings before you start the game.

Full changelog at https://weirdfellows.itch.io/wizard-school-dropout/devlog/914169/release-preview-4-mansion-on-the-hill, game itself available at https://weirdfellows.itch.io/
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