Author Topic: Pixel Dungeon (now at v1.7.3)  (Read 417274 times)

pulsar

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Re: Pixel Dungeon (now at v1.6.3)
« Reply #645 on: February 23, 2014, 11:04:01 PM »
Yike!  Just got the update and the change to non-square levels introduces a much higher level of difficulty.  In the past you could always find a hidden room with some work.  Now, it's not worth trying.  That room could be anywhere around the outside, and you'll be starving before you've checked even a couple walls.  That's a lot of golden keys, scrolls, and potions folks won't be able to find.  That means the game just got much, much harder.

watabou

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Re: Pixel Dungeon (now at v1.6.3)
« Reply #646 on: February 24, 2014, 11:01:20 AM »
...In the past you could always find a hidden room with some work.  Now, it's not worth trying...
Certainly it is not worth trying if you are searching for the sake of making sure that there are no more hidden rooms.

...That's a lot of golden keys, scrolls, and potions folks won't be able to find...
That's not true. Hidden doors weren't that common in previous versions and they are even rarer now. And in most cases there are empty rooms behind them, not room full of golden keys, scrolls and potions.

gravling

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Re: Pixel Dungeon (now at v1.6.3)
« Reply #647 on: February 26, 2014, 05:36:38 AM »
Well, after playing for a while, you can count me as thinking the old layouts were more _fun_ to play.  There is just a feeling of satisfaction you get when you say 'rigfht,  done this level. onward!' which now is replaced with uncertainty.  And I liked the feeling ...

gravling

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Re: Pixel Dungeon (now at v1.6.3)
« Reply #648 on: February 26, 2014, 07:48:08 AM »
Idea:

It is really hard to get a Huntress up and going, especially now when the dew vial is not guaranteed to be on level 1.  I wondered if we could start her in +1 leather armour (that she fashioned herself out of the skins of the animals she hunted)?

Stachelfresse

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Re: Pixel Dungeon (now at v1.6.3)
« Reply #649 on: February 26, 2014, 05:32:26 PM »
Hi, I got two questions:

1)
I also got the feeling that the "new" game mode with non-square maps is much harder than the old system. Maybe other people think different, but couldnt you create two buttons in the main screen to led the player decide which game mode he wants to play (square or non-square)?

2)
I like the idea with the dew vial. Did you ever think about letting the player decide whether to put the dew in the vial OR to heal instead of healing automatically if the energy is not full? Imagine you are in a real dungeon.. Maybe its a bad idea because everyone would put the dews into the vial first to get the revive effect first... But if you are starving, you have bad chances to fill the vial anyway :-( !

totsubo

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Re: Pixel Dungeon (now at v1.6.3)
« Reply #650 on: March 19, 2014, 06:22:10 AM »
First off, thank you watabou for a great game.

A few comments on the new update:

1- There is a bug where (usually on level 2) there are two golden chest created in the same room but only one golden key is generated on the level.

2- Regarding the new non-square layout, I much preferred the old layout. Now I feel like I am spending more time just walking from place to place. The game feels a lot slower now.

3- Good armour and weapons seemed a lot more common before. I regularly could get to the troll and have or find plate armour or a war hammer. Now I am regularly stuck with only (at best) scale armour.

4- I don't seem to be finding as many potions of strength, though this is just a feeling. This 'feeling' could just be because the warrior starts with only 11 strength now instead of 12.

5- The game is definitely harder, I have not been able to make it to the last level once since the upgrade :(

I still like the game and play it but I'm not enjoying it as much and regularly get frustrated :)
« Last Edit: March 19, 2014, 06:29:44 AM by totsubo »

CaptainKraft

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Re: Pixel Dungeon (now at v1.6.3)
« Reply #651 on: March 19, 2014, 10:40:54 AM »
I recently picked this game up and I like it a lot. I haven't gotten far yet, but I'll keep trying. Good work
Build a man a fire, and he'll be warm for a day.
Set a man on fire, and he'll be warm for the rest of his life.

gravling

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Re: Pixel Dungeon (now at v1.6.3)
« Reply #652 on: March 19, 2014, 03:07:18 PM »
The two chests and only one key is not a bug.  These chests are transparent, with the ? you can see what is inside.  But you only get to take one of them.

watabou

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Re: Pixel Dungeon (now at v1.6.3)
« Reply #653 on: March 20, 2014, 12:20:38 PM »
The two chests and only one key is not a bug.  These chests are transparent, with the ? you can see what is inside.  But you only get to take one of them.
You are right as always :)

Quote from: totsubo
Regarding the new non-square layout, I much preferred the old layout. Now I feel like I am spending more time just walking from place to place. The game feels a lot slower now.
This game may be said to be about walking from place to place :). But perhaps levels need more rooms and less passages...

Quote from: totsubo
Good armour and weapons seemed a lot more common before. I regularly could get to the troll and have or find plate armour or a war hammer. Now I am regularly stuck with only (at best) scale armour.
There were no changes in loot generation in last updates. So it's probably just a bad luck streak.

Quote from: totsubo
I don't seem to be finding as many potions of strength, though this is just a feeling. This 'feeling' could just be because the warrior starts with only 11 strength now instead of 12.
With the new layout it's easier to miss something on a level, but the rate is still the same: 2 potions of strength per each 5 levels. The warrior have always started with 11 point of strength.

Leorreia

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Re: Pixel Dungeon (now at v1.6.3)
« Reply #654 on: March 21, 2014, 08:43:38 PM »
I like the game, I use to play 10 - 20 games per day;

After last update It got kind of "boring" to walk that much and don't find enough rooms.

I have a suggestion;

Once I played late in the night and found that there is difference when playing night, you also get a message saying that the dungeon would be more dangerous.

Why don't you make the day in-game last like 8 hours? because then we all from everywhere could play while night. It's cool, there are more monsters and it's seems faster to level up.

--

I also would like to ask,

When is the new update coming? It feels like its taking longer since last update.
I login to Play Store twice a day to check for new updates.

Also, can you give us a preview of what is coming up next?

@watabou

Congratulations for the great game. I've never played another game like this before, It took hundreds hours of my life already. I have 600+ games played already.
« Last Edit: March 21, 2014, 08:46:12 PM by Leorreia »

watabou

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1.6.4 released!
« Reply #655 on: April 05, 2014, 05:21:23 PM »
  • Added: Ring of Power (replaces Ring of Energy)
  • Added: Ring of Elements (replaces Rings of Cleansing and Resistance)
  • Added: Ring of Herbalism
  • Added: Wand holster
  • Added: Alternative Imp quest
  • Added: Level feelings
  • Added: New sounds
  • Added: Bright mode
  • Added: Numerous UI improvements
  • Changed: Boomerang can be enchanted
  • Changed: Frost damages fire elementals
  • Changed: Only seeds can be placed into an alchemy pot
  • Fixed: Lots of bugs
…and more

LazyCat

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Re: Pixel Dungeon (now at v1.6.4)
« Reply #656 on: April 13, 2014, 01:06:38 AM »
This is how roguelikes should work not only on mobile phones but desktop computers too. User interface 10/10, graphics 10/10, audio 7/10, gameplay & balance 9/10. Very well done.


Stealth is interesting but small part of the game, I think you can get more out of it by making it more useful. Sneaking would be more satisfying if monsters couldn't hit you in the same turn they go into alerted state, for example. They also wake up rather easily, too soon for sneaking to be interesting. In case powering up stealth makes it too easy I'd just add more monsters. 

I agree with most other people square-bound level design was better. The new layout requires to many touch-screen gestures just to decide where to go next, constant need to zoom in and out makes it pretty inconvenient. There was also a feeling of satisfaction when you knew you cleared the whole floor, I think that was more valuable than whatever it is we gained with the new design.

It might be interesting tactical addition if the attack after waiting a previous turn is more likely to hit or make more damage. Pausing before attacking would work like some kind of "focus", with the effect similar as using doors, only this would use up your turn which seems to be adequate trade-off.

Different sections of the dungeon cry for different background music.

Veldrin

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Re: Pixel Dungeon (now at v1.6.4)
« Reply #657 on: April 17, 2014, 07:32:49 AM »
"I agree with most other people square-bound level design was better. The new layout requires to many touch-screen gestures just to decide where to go next, constant need to zoom in and out makes it pretty inconvenient. There was also a feeling of satisfaction when you knew you cleared the whole floor, I think that was more valuable than whatever it is we gained with the new design."

+1000 agree.

I play much less since the layout change :S

MeatForBrains

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Re: Pixel Dungeon (now at v1.6.4)
« Reply #658 on: April 17, 2014, 05:32:41 PM »
I disagree +1000

Too many people complaining, trying to make the game easier. Keep it hard, keep it interesting. You're not supposed to know everything about a level at a glance. Of course I would like to know when I've discovered everything, but that's a risk for starvation and health that you have to be willing to take to find out. I don't seem to have a problem with starvation. Typically it's just an annoying debuff.

Also for stealth you only get hit in the same turn you are discovered if you have a slow weapon equipped. Hence the mob getting two turns, one for discover, and one for attack.

One thing I would like, is a tool tip telling me what an enchantment/glyph does. Sometimes you can't figure it out. I had to go online to the wiki to know what they were.

MeatForBrains

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Re: Pixel Dungeon (now at v1.6.4)
« Reply #659 on: April 17, 2014, 06:04:30 PM »
In the libraries, 9/10 the pedestal in the middle is empty. Is this by design?

Also, if there is an unidentified armor on the lower levels, most of the time it's cursed. Which means death, because rarely do i find a remove curse scroll before the shop owner. Ironically, i find plenty of remove curse if this doesn't happen. Probably just dumb luck on my end.