Author Topic: Golden Krone Hotel - [The Last Update - Controller support, 6 new branches...]  (Read 17220 times)

jere

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http://store.steampowered.com/app/497800
http://goldenkronehotel.com

$4.99

Quote
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.

Quote
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.”
« Last Edit: July 23, 2018, 01:49:28 AM by jere »
Golden Krone Hotel -- available on Steam Early Access now

jere

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Re: Golden Krone Hotel now on Steam Early Access
« Reply #1 on: May 31, 2017, 02:58:41 AM »
Oh, errm hmm. I need to start posting in here more! I've done 4 updates since launching on EA.



May update (v0.10)

  • The tutorial has been improved with some handholding removed and "blended" right into the game itself.
  • A Hints system has been implemented to help explain several crucial mechanics.
  • Blue, Yellow, and Red Toadstools added. Green Men turn into "Husks" when dying, which can transform into Toadstools at night.
  • Prismatic Masses added. They do all 10 kinds of damage and can only be found in the Maelstrom.
  • Goblin Anarchists added
  • Merchant disguise and achievement added.
  • THE MAELSTROM is the new branch, reachable from the River. It uses a kludgy cellular automata to reorganize itself.
  • Monster generation has been corrected. With the introduction of wolves last patch, waaaayy too many monsters were getting spawned. Woops!
  • Bats, toads, and baby spiders have all been made a bit less annoying.
  • The transition between human/vampire and vice versa has been clarified visually. Previously, it was especially confusing because of unread books.
  • A less annoying door sound has been introduced. The old one can still be heard occasionally.
  • Fixed a game locking bug that happened when the user clicked on Menu while in another menu. Thanks Mitchfynde!
  • Difficulty is now on the character sheet
  • Added descriptions to each difficulty mode
  • Balaurs have been removed from the Pharmacopoeia
  • Fixed Stupefy mouse range indicator
  • Pools of blood stick around slightly longer.
  • Fixed an issue where music wasn't switched out when teleported, only when taking stairs
  • Tooltips show up for identified potion icons on the Potion menu
  • Blood potion gives a small HP boost when humans drink it
  • Right before turning vampire, regeneration goes up 4x. This should prevent a lot of bad experiences when going vamp
  • Vampire disguises get to start at night now.
  • The Shapeshifter starts during a full moon and Lycanthropy lasts much longer.
  • Reworked disguise menu to use relative rather than absolute stats.
  • Animated the key icon on disguise menu to make it clearer when unlocks are available.
  • Hawkers weren't actually resistant to sunlight, but that's been fixed.
  • Instability effects (resulting from repeated teleport magic) have been softened.
  • A nifty teleport animation has been added.
  • Moroi have been made much weaker, but now give the Vulnerable status.... which is really scary!
  • Examining a sunlight/moonlight tile now says something about the light there.
  • Miasma has been buffed a lot, but has a chance to poison now instead of confuse.
  • Combustion and particularly Volatile Poison have been made MUCH more useful. Hint hint.
  • Added a Confusion icon
  • Monsters are now generated away from staircases to discourage a reliance on stairdancing.
  • Put in a decent message in case save file loading fails.
  • Fixed a common problem where players would fire their revolver in the wrong direction because they moved their mouse when intending to just click.
  • Apparently several monsters that shouldn't have been regening health were in fact doing so. That's fixed.
  • Lore books are now collected in the Books & Letters menu. The opening letter will no longer be shown by default.
  • Drop caps (the super cool huge letters that begin chapters in old books) have been added.
  • Some file writes have been made asynchronous, which should prevent some hiccups.
  • Stritiba renamed to Cragsbellow to help with pronunciation.
  • Death tips font made much bigger.
  • Cancel option added when trying to forget a spell.
  • Plate and leggings auto-equip wording clearer.
  • Beds give a hint about how to rest.
  • Input delay added to certain menus to prevent accidental selections.

Golden Krone Hotel -- available on Steam Early Access now

getter77

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Re: Golden Krone Hotel now on Steam Early Access
« Reply #2 on: May 31, 2017, 11:57:13 AM »
Excellent looking gains.   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Avagart

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Re: Golden Krone Hotel now on Steam Early Access
« Reply #3 on: May 31, 2017, 02:53:15 PM »
Congrats! Looks great, as always. Are you using Steam only as store, or GKH is protected by Steam DRM?

jere

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Re: Golden Krone Hotel now on Steam Early Access
« Reply #4 on: May 31, 2017, 04:45:41 PM »
I didn't add any extra DRM or anything. I think there is an extra DRM wrapper you can opt for, but I haven't looked into it having no interest really.
Golden Krone Hotel -- available on Steam Early Access now

Avagart

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Re: Golden Krone Hotel now on Steam Early Access
« Reply #5 on: May 31, 2017, 07:39:54 PM »
So, I decided to buy (5$ is not a big deal even for such a steam-hater as me), and I can confirm that GKH works out of steam flawlessy. It will be nice to *feel* all the changes since 7DRL release...

jere

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Re: Golden Krone Hotel now on Steam Early Access
« Reply #6 on: May 31, 2017, 10:35:02 PM »
Awesome! Let me know how you get on with it.
Golden Krone Hotel -- available on Steam Early Access now

Avagart

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Re: Golden Krone Hotel now on Steam Early Access
« Reply #7 on: June 01, 2017, 07:10:51 PM »
Tutorial, I didn't expect that, especially with storyline! It's really nice done, jere.

I have mixed feeling about graphics and UI style. In overwall, it looks good, but I see... inconsistency. Most fonts you are using, icons, buttons, borders are really smooth. But dialogue boxes, main menu, and minimap are pixelated / bulky / rough, like 8/16-bits era. It just doesn't fit each other. If I were you I'd stick with one style. Especially minimap is obtrusive, are you planning to change its design?

I love diversity between playing human and vampire (personally, I prefer the latter ones due that great-in-own-simplicity stealth system). Pace of transformation from human to vampire is surprisingly fast. It's not bad if the number of potions are sufficient enough, but I can't evaluate it now.

Gameplay is really smooth and pretty dynamic - at least early game, I didn't manage to reach midgame yet. The sun rays mechanics is great, for both killing vampires and being vampire.

But OK, I grumble a bit, but I had really fun time with GKH. I reached 6 level already, just decided to unlock alchemist.

Unfortunately, I encountered issue(s). One or two only, nothing major, so it's good info I think ;)

After toggling fullscreen (so, entering windowed mode), the side scroller doesn't adapt well for new screen height - it's necessary to manual resize screen height. I encountered similar issue when I was trying to enter fullscreen again - it looks like window size changed, but workspace not. It fixes self when player re-enters main menu.

The down arrow of scroll bar always hide self out of window. When I resized window to see that UI element, then back to the game and back to the options menu again, the down arrow was out of the visible screen again. Probably I could resizing window ad ifninitum.

jere

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Re: Golden Krone Hotel now on Steam Early Access
« Reply #8 on: June 02, 2017, 02:49:56 AM »
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.
Golden Krone Hotel -- available on Steam Early Access now

Avagart

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Re: Golden Krone Hotel now on Steam Early Access
« Reply #9 on: June 02, 2017, 08:30:59 AM »
If you are not happy now, I'm sorry, it was not intended. :<

Main menu is OK, don't think about that :)

Minimap... It could be just more subtle. Now, minimap is screaming because it looks really vivid in comparison to colour scheme you are using. If you don't mind, I have few suggestions, especially if you don't want to rewrite minimap. So: a) using darker palette, and/or b) scale map size a bit down. Also, border around the player is not necessary - it can overwrite other map elements, and player is unique map marker already, so easy to track without that red, big square.

jere

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Re: Golden Krone Hotel now on Steam Early Access
« Reply #10 on: June 03, 2017, 01:45:16 AM »
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.
Golden Krone Hotel -- available on Steam Early Access now

jere

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Re: Golden Krone Hotel now on Steam Early Access
« Reply #11 on: September 12, 2017, 01:58:21 AM »
v0.12 brings Mac/Linux support, an ASCII mode, 8-directional movement, bump animation, and a new class.

Changelog:
  • Mac and Linux now supported. Please let me know if you have any problems.
  • Optional diagonal movement added
  • ASCII mode added
  • Bump animation added
  • You can now Examine with keyboard (press V) and hovering over tiles also displays their name
  • Added a "Confirm dangerous moves" option. If you die to sunlight a lot, this might help
  • Berserker class added
  • Shapeshifter now turns into a wolf whenever in moonlight
  • Spiridus and Moroi toned down a bit. Moroi range reduced
  • Options menu reorganized and several new options added
  • Sound play when selecting options
  • Added highlighted text to tutorial to make it easier to understand
  • Fixed a very weird bug with ice/stairs that created ghost enemies that could be killed infinitely
  • Fixed a crash when playing the game outside of the Steam client
  • Fixed an issue with the revolver cancellation not clearing selected tiles
  • Fixed an issue with certain attack types being displayed
  • Fixed an issue with rebinding ESCAPE/ENTER
  • Fixed the display of 1HP in morgue files
  • Fixed an issue with ring display in morgue files
  • Fixed an issue with resting while poisoned/burning

By the way, Avagart, I fied that resizing issue some time ago.
Golden Krone Hotel -- available on Steam Early Access now

jere

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Golden Krone Hotel has launched out of Early Access! It's currently running at a 20% off launch discount.

ALSO

Right now (October 26) we're running a release party including a giveaway and competition! Please join us.



http://www.goldenkronehotel.com/releaseparty/
Golden Krone Hotel -- available on Steam Early Access now

Avagart

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Re: Golden Krone Hotel [COME JOIN OUR RELEASE PARTY]
« Reply #13 on: October 26, 2017, 11:15:10 PM »
Is it possible to play without Steam without crashes now?

jere

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Re: Golden Krone Hotel [COME JOIN OUR RELEASE PARTY]
« Reply #14 on: October 26, 2017, 11:27:10 PM »
I'm not sure who reported it, but yea I fixed an issue where achievements were crashing the game when playing outside of Steam. That was several months ago.
Golden Krone Hotel -- available on Steam Early Access now