Author Topic: Incusion 0.6 Public released!  (Read 27004 times)

Slash

  • Creator of Roguetemple
  • Administrator
  • Rogueliker
  • *****
  • Posts: 1203
  • Karma: +4/-1
    • View Profile
    • Slashie.net
    • Email
Re: Incusion 0.6 Public released!
« Reply #15 on: August 06, 2007, 03:56:06 AM »
Flavor is always important, next-gen roguelikes really need theme+flavor paintbrush for providing a better gameplay experience.

I havent been able to play much, but complexity brings uncomfortable UI features... that's just the cost you have to pay, and this is even more true for a console mode game (Although having it with a bigger than 80x25 resolution certainly helps..)

Anvilfolk

  • Rogueliker
  • ***
  • Posts: 374
  • Karma: +0/-0
    • View Profile
Re: Incusion 0.6 Public released!
« Reply #16 on: August 06, 2007, 12:32:06 PM »
I have to wholeheartedly agree on the theme+flavour part. That must be my main gripe against roguelikes. Even ADOM, which is heavilly RP oriented, suffers from that problem. Most monsters are totally random. Ants with mummies of random races, goblinoids and humans and orcs and dogs and worms and all sorts of totally unrelated stuff.

What ties it all together? Nothing.

It's something that I've always had against a lot of D&D inspired stuff, and Incursion doesn't seem to be an exception, unfortunately. Inside a single, only-slightly-above-average-sized dungeon (or single dungeon-level), there's dwarves, piles of undead, goblinoids, humans and other random races.

When I read Halls of the Goblin King, I pictured a dungeon featuring mostly goblins, making a solid, "credible" theme. Too bad I was wrong :(
"Get it hot! Hit it harder!!!"
 - The tutor warcry

One of They Who Are Too Busy

Adral

  • Rogueliker
  • ***
  • Posts: 134
  • Karma: +0/-0
  • The Hammer of Justice
    • View Profile
Re: Incusion 0.6 Public released!
« Reply #17 on: August 06, 2007, 01:08:59 PM »
I have to wholeheartedly agree on the theme+flavour part. That must be my main gripe against roguelikes. Even ADOM, which is heavilly RP oriented, suffers from that problem. Most monsters are totally random. Ants with mummies of random races, goblinoids and humans and orcs and dogs and worms and all sorts of totally unrelated stuff.

What ties it all together? Nothing.

It's something that I've always had against a lot of D&D inspired stuff, and Incursion doesn't seem to be an exception, unfortunately. Inside a single, only-slightly-above-average-sized dungeon (or single dungeon-level), there's dwarves, piles of undead, goblinoids, humans and other random races.

When I read Halls of the Goblin King, I pictured a dungeon featuring mostly goblins, making a solid, "credible" theme. Too bad I was wrong :(

I hope the "full" version (Return of the Forsaken) will solve that by making thematic dungeons. Halls of the Goblin King is mainly a "demo" for the big game, even if it is a great game on its own right.
On the wings of the storm.