Author Topic: Dungeon Adventure released on XBLIG (360)  (Read 21830 times)

getter77

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Dungeon Adventure released on XBLIG (360)
« on: January 07, 2010, 10:52:40 PM »
http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d802585503f6/

http://www.ubergeekgames.com/dungeonadventure.html

Behold the 360's first Roguelike!   8)

:stalks out for a hopeful Windows PC port sometime:
Brian Emre Jeffears
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Yyrkoon

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #1 on: January 15, 2010, 03:34:32 PM »
I've played about 10 games of Dungeon Adventure.  Although the game is designed to look like a Roguelike, there is very little to suggest it actually is one.  For instance.

Creatures in most/all roguelikes I've played are generated like a D&D monster.  Their HPs are rolled based on a format for each monster.  This game seems to determine monster stats based on YOUR Str/Lvl/HPs.   Whats worse is that the levels were not hashed out very well either, so for instance.  A bat at first level is easy to beat.  But if you gain strength and levels, you'll find a bat suddenly becomes much more difficult to beat.  Thus its the first roguelike I've ever played that penalized you for experience.

There are 6 scrolls, 4 potions, 4 rings, 6-10 monsters, piles of food and GP, and mundane weapons/armor.  Thats it.  Period!

If you know the history of roguelikes, you know that the ASCII graphics were not used because ASCII is cool.  They were a necessity because the data structures for player/monsters/items/dungeon level used up so much of the 16k or 32k array memory that you were left with virtually nothing for graphics.  Well that and the fact that most of the mainframes the original roguelikes appeared on didn't really support graphics.

So basically the ascii graphics were used because the games for the time were too complex.  This is definately not the case with this game.  A half dozen monsters.  Races, Sexes, and Character classes that are meaningless.  No traps.  No Doors.  No Secret Doors.  No special abilities, No special attacks, No special monster attacks or abilities. No ranged weapons.  No wands, staffs, weapon modifiers, armor modifiers, shopkeeprs, special rooms.  Although one of the scrolls does enchant armor.  But that just puts the word enchanted next to your armor.  It doesn't actually seem to improve your armor.  Get the picture?  This game is a roguelike in cosmetics only.

Infact.  The character stats besides STR and HP seem to be completely meaningless.  There is agility but it doesn't seem to affect combat noticeably.  Then again it's hard to tell since as mentioned above raising your Str or HPs works against you.

So what are we left with?   A game that attempts to exploit the roguelike genre for quick cash.  At least at this point.

That being said I rated it a 4/5, and paid for it.  Hopefully the writer will relize that the idea isn't just a quick way of jiving some cash out of roguelike fans, but a genuine underutilized genre that is in desperate need of a GOOD game.
« Last Edit: January 15, 2010, 05:03:03 PM by Yyrkoon »

Yyrkoon

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #2 on: January 15, 2010, 03:46:29 PM »
This game does share one quality with most roguelikes though.  It's very buggy.
Also you get about 10 to 15 minutes worth of playtime before you ALWAYS starve to death.  Mathematically the levels are far to large for the amount of food generated.  Real novice stuff.
« Last Edit: January 15, 2010, 04:17:30 PM by Yyrkoon »

getter77

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #3 on: January 15, 2010, 06:41:45 PM »
From what I've seen elsewhere, the developer has been collecting feedback and such with the intention of updates/fixes and such at some point and over time in general---in part based on continued feedback and sales though.

It will be interesting to see how the direct competitor, ASCII Quest, does things differently with this extra month or so they've intentionally pushed release back in order to add polish and depth.
Brian Emre Jeffears
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Vanguard

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #4 on: January 16, 2010, 01:28:51 AM »
If you know the history of roguelikes, you know that the ASCII graphics were not used because ASCII is cool.

Sure, but it ended up growing on a lot of people, and now there are some who prefer ASCII.  I'm not one of them, but they certainly exist, and they may well be the majority of roguelike players.

Fenrir

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #5 on: January 16, 2010, 02:11:25 AM »
Sure, but it ended up growing on a lot of people, and now there are some who prefer ASCII.  I'm not one of them, but they certainly exist, and they may well be the majority of roguelike players.
All hail ASCII! Purge the heretics!

Fenrir gnaws viciously but ineffectively on Vanguard's leg.

Yyrkoon

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #6 on: January 16, 2010, 10:53:50 AM »
If you know the history of roguelikes, you know that the ASCII graphics were not used because ASCII is cool.

Sure, but it ended up growing on a lot of people, and now there are some who prefer ASCII.  I'm not one of them, but they certainly exist, and they may well be the majority of roguelike players.

ASCII is dead.  Long live ANSI!  I remember when corridors used to be #.  Bleh!


Yyrkoon

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #7 on: January 16, 2010, 11:22:43 AM »
SPOILER ALERT
=-=-=-=-=-=-=

On my 11th game of Dungeon Adventure I discovered a 5th potion.  Obviously there are still a couple of things I've yet to see generated in this game.  So here is my attempt to document a complete item list.

Potions
----------

Potion of Strength - Increases players Str stat.
Potion of Healing - 10Hps restored.
Potion of Great Healing - double strength healing potion.
Potion of Skill - Raises your Lvl by 1.
Potion of Sickness - Does some damage.

Scrolls
--------

Scroll of Identity - Identifies Rings, Potions, and Scrolls.  (Weapons and Armor have no magic attributes, curses or bonuses.)
Scroll of Sleep - Puts you to sleep for around 8 turns.
Enchant Armor - Puts the word enchanted next to your armor.  (Doesn't actually improve your armor stats.)
Magic Mapping - Shows you how buggy the games map generation is.
Remove Curse - Allows you to remove the Ring of Weakness.
Freeze Monster - Stops visible monsters for a while.

Rings
-------

Ring of Weakness - The only cursed item I've found so far.  Lowers Str by 5.
Ring of Strength - Raises Str by 5.
Ring of Agility - Raises Agl.  No noticeable effect.
Ring of Defense - Raises your Armor rating.  Works the same as EXP.  Tougher you are, tougher every monster is.

Weapons
------------

Mace - Starting weapon
Iron Sword - Found on Lvl 2 - 6.

Armor
--------

Leather Armor - Starting armor.
Ring Mail
Banded Mail
Chain Mail

That's it besides generic food and gold parcels.  If you've found something else, please add it to the list.

« Last Edit: January 17, 2010, 01:50:52 PM by Yyrkoon »

Skeletor

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #8 on: January 16, 2010, 06:10:11 PM »
Creatures in most/all roguelikes I've played are generated like a D&D monster.  Their HPs are rolled based on a format for each monster.  This game seems to determine monster stats based on YOUR Str/Lvl/HPs.   Whats worse is that the levels were not hashed out very well either, so for instance.  A bat at first level is easy to beat.  But if you gain strength and levels, you'll find a bat suddenly becomes much more difficult to beat.  Thus its the first roguelike I've ever played that penalized you for experience.
There are 6 scrolls, 4 potions, 4 rings, 6-10 monsters, piles of food and GP, and mundane weapons/armor.  Thats it.  Period!

That sucks!
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

ido

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #9 on: January 16, 2010, 07:50:43 PM »
That being said I rated it a 4/5, and paid for it.

Why did you rate it 4 out of 5? Didn't you just say you hated it?

-Ido.

Yyrkoon

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #10 on: January 17, 2010, 01:42:02 PM »
That being said I rated it a 4/5, and paid for it.

Why did you rate it 4 out of 5? Didn't you just say you hated it?

-Ido.

Hated it?  The author is attempting to make a console Roguelike.  I'm absolutely thrilled.  I'm not happy that the release was rushed out the door as soon as it started looking like a Roguelike.  But I still wanted to support the author and give it a rating based on how happy I am that it's being attempted by someone.  I did rate it a 1 at first, but felt that sent the wrong message.

But you're right.  It does sound like I absolutely hate it from my posts.  So let me take a second to tell you what I like about it.

The music and ambience is very good.
The way the game is laid out and the way the controler is used is good.
I like the attract mode which reminds me of the Angband borg.  If you don't pay too much attention.
Neat to see David Gervais's tileset on the xbox360.

Okay you might be right.  That is little to go on.  I noticed the game rating has gone from 4.5 down to 3.5.  I wonder if others are rethinking their high ratings.

Yyrkoon

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #11 on: January 17, 2010, 02:00:16 PM »
I forgot to do a monster list.

Spoiler Alert (not)
---------------

Monster - Monster appears in the game with several names.  Bat, Emu, Vampire, Hobgoblin, Centaur.  Monster's stats are based on your stats, so monster can be killed easily at level* 2 or 3,  even if it's name is Vampire.  But by level* 5 or 6, monster named Bat can smoke your butt.  Monsters movement is one space per turn.  Monster has no special attacks, no special defenses.  Monster is rather stupid.  Monster can not figure out how to move SW if it's only exit is diagonal and I'm 1 space south and 2 spaces west.

*That's player level.  Dungeon level seems irrelevant at this point.  I started a game and had to head downstairs from single issolated rooms (a product of poor map generation), and ended up on Lvl 6 before having my first fight.  Level 6 seemed the same as Level 1 when I was Level 1.
« Last Edit: January 17, 2010, 02:07:27 PM by Yyrkoon »

Yyrkoon

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #12 on: January 17, 2010, 05:38:50 PM »
It will be interesting to see how the direct competitor, ASCII Quest, does things differently with this extra month or so they've intentionally pushed release back in order to add polish and depth.

http://www.youtube.com/watch?v=5Sz5dh8hQAM

From the early screens it looks about a billion times better.  But please god! at least give us an Ansi option!!

After seeing this, my guess is that Dungeon Adventure was released in it's developmental state in order to be first.  Probably assuming that once ASCII quest was released they'd probably get 0 sales.  Probably right!

Krice

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #13 on: January 17, 2010, 06:17:39 PM »
Why did you rate it 4 out of 5? Didn't you just say you hated it?

He is probably the guy who made that game. "Hey, have you heard about this game.."

Skeletor

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #14 on: January 18, 2010, 06:55:50 PM »
[edit]
« Last Edit: January 23, 2010, 07:08:03 PM by Skeletor »
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.