Author Topic: Dungeon Adventure released on XBLIG (360)  (Read 21829 times)

getter77

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #15 on: January 20, 2010, 01:41:58 PM »
http://xblaratings.com/developer-qaa/1791-dungeon-adventure-developer-interview

Interview with the developer that should have everything make MUCH more sense in terms of his background and where he was coming from approach wise, at least this time around.
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Yyrkoon

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #16 on: January 20, 2010, 03:07:09 PM »
http://xblaratings.com/developer-qaa/1791-dungeon-adventure-developer-interview

Interview with the developer that should have everything make MUCH more sense in terms of his background and where he was coming from approach wise, at least this time around.

Clearer if it made any sense.  As I said on another board.  Saying "I designed the game to be simple, so non hardcore gamers could get into it" is complete nonsense.  Show me a roguelike besides Omega that has an overly complicated commandset for moving and picking up items?  Make suicide runs with ANY well programmed roguelike and you'll have a better game than this one.

Further how does making the game simple account for making it bland?  Previously I posted complete monster, item, weapon & armor lists.  That isn't simple.  That is simply early development.

What I have no trouble in believing is that the author's only experience with Roguelikes is a cellphone version of Rogue.  But, if he were SO addicted to it, why didn't he learn/understand that Leveling up in a Roguelike is supposed to make the game easier.  At least until you head to a deeper level and encounter new tougher monsters?  Not the same monsters that simply become stronger than you as you level up.

As I said I still want to support this guy, but I wouldn't buy anything else from this gamehouse until I see some proof that he has learned the true characteristics of a classic roguelike.

Yyrkoon

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My high score
« Reply #17 on: January 20, 2010, 04:56:46 PM »
Lol, after reading the author of Dungeon Adventure's explanation, I set out to prove that he infact doesn't even know his own game.  As an added bonus I doubled my previous high score.  Here's how I did it.

I avoided as much combat as possible.
I avoided all items except the curse ring which lowers your Strength.

I took every set of stairs as soon as I found it.

With that strategy I was able to make Level 13 of the Dungeon.  5 levels deeper than all previous attempts.

Therefore I hearby rename this game.  Stair Search.  (with Ed McMahon)

getter77

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #18 on: January 20, 2010, 07:33:03 PM »
The part that perked my eyebrows the most had to be his first introduction, and seemingly only mentioned one, to be what I think was iRogue---the very first "Rogue" port/version the iPhone received and it was very....not looked favorably upon....and as it turned out the Roguelike slate on iPhone proper REALLY got started with RogueTouch a bit later and now there's so many more.

So, even if he was trying to stay in the, er, shadow of something that I don't know is capable of casting one, iRogue, wouldn't logic dictate that other iPhone offerings and perhaps PC offerings would've followed and colored his notions in a wee bit more?

I hope the developer comes to investigate Roguelikes a bit more conclusively as opposed to seemingly thinking he'd struck gold fomr iRogue and all others are just derivatives.  I mean, if he'd used Google even a single time I'm pretty sure the top many search results would've exposed a great deal more.  9 months on this versus many 7DRL's but to the latter's credit they've a more logical cohesion and vision going on.
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Yyrkoon

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #19 on: January 21, 2010, 01:12:21 PM »
The part that perked my eyebrows the most had to be his first introduction, and seemingly only mentioned one, to be what I think was iRogue---the very first "Rogue" port/version the iPhone received and it was very....not looked favorably upon....and as it turned out the Roguelike slate on iPhone proper REALLY got started with RogueTouch a bit later and now there's so many more.

So, even if he was trying to stay in the, er, shadow of something that I don't know is capable of casting one, iRogue, wouldn't logic dictate that other iPhone offerings and perhaps PC offerings would've followed and colored his notions in a wee bit more?

I hope the developer comes to investigate Roguelikes a bit more conclusively as opposed to seemingly thinking he'd struck gold fomr iRogue and all others are just derivatives.  I mean, if he'd used Google even a single time I'm pretty sure the top many search results would've exposed a great deal more.  9 months on this versus many 7DRL's but to the latter's credit they've a more logical cohesion and vision going on.

Well said!

getter77

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #20 on: January 29, 2010, 08:27:44 PM »
There's an update to various things now in peer review, and he seems enthused towards it and quite possibly the notion of a sequel due to good sales thus far.
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Yyrkoon

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #21 on: January 30, 2010, 01:57:35 PM »
2 weeks to improve Dungeon Adventure.  I'm highly suspicious that the author has probably spent that time tweaking a game that is at it's foundation flawed.  Rather than rebuilding it from the ground up.  Until the Author spends some time understanding how a good roguelike functions there is little reason to re-purchase this title.


AmnEn

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #22 on: January 30, 2010, 08:10:22 PM »
I'm slightly surprised at the ferocity of the critics.
Usually Roguelikes either get praise or no response at all (which some of them do not deserve). And yet here is a game that gets so much Nonstop Flak which makes me wonder: Is this the worst Roguelike to have ever been made or what spawned this religious zeal to dismantle it?


« Last Edit: January 30, 2010, 08:12:08 PM by AmnEn »

Yyrkoon

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #23 on: January 30, 2010, 08:59:49 PM »
I'm slightly surprised at the ferocity of the critics.
Usually Roguelikes either get praise or no response at all (which some of them do not deserve). And yet here is a game that gets so much Nonstop Flak which makes me wonder: Is this the worst Roguelike to have ever been made or what spawned this religious zeal to dismantle it?




The problem lies in the fact that it cosmetically imitates a Roguelike but when put to the test really bares no resemblence to how a traditional roguelike works.  What the author attempted to do was to recreate a monster leveling progression similar to those seen in a linear RPG.  Granted it's about the most basic attempt at that I've ever seen, but the attempt was made.   Then take in to account we have Healers that don't heal.  Ninjas that don't Ninj.  Six monsters and under 20 items to discover.   Most of which are purely cosmetic and either don't effect your character or effect your character negatively.   You end up with something that is a bit of Con.

getter77

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #24 on: February 04, 2010, 11:19:05 PM »
The v1.1 now apparently available.
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Yyrkoon

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #25 on: February 05, 2010, 01:29:07 PM »
The v1.1 now apparently available.

Seems to be a weapon or two added, and a few bug fixes like the format of the highscore board, the scroll of enchant armor actually affects your armor stats now.  That being said, tightening up those issues makes the flaws in design that much more noticable.  The game I played had 6 raise level potions on the first level, and I was easily taken down by a bat by the time I hit level 2.

Remember that unlike most roguelikes this game uses your stats to create its one generic monster (with differen't names).  So as noted before, may be the first roguelike that weakens you as you gain experience/equipment.

At least the update was free.

Vanguard

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #26 on: February 06, 2010, 02:41:56 AM »
Remember that unlike most roguelikes this game uses your stats to create its one generic monster (with differen't names).  So as noted before, may be the first roguelike that weakens you as you gain experience/equipment.

Elona used to have the game get quite a bit harder as you levelled up, and IVAN punishes you for wearing better equipment.  In the former it was a massive design flaw, and the latter is just sadism, but Dungeon Adventure is certainly not the first.

Fenrir

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #27 on: February 06, 2010, 03:33:57 AM »
I don't really understand why anyone would want to play a roguelike on a gaming platform anyway. The only reasons I could imagine one would want to play any game on a console are that there aren't any system requirements to be met, and it's easier to play with friends, but roguelikes, lacking sophisticated graphics (if they have any), don't require much in the way of hardware, and they are typically single-player affairs.

Yyrkoon

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #28 on: February 06, 2010, 04:01:02 PM »
Remember that unlike most roguelikes this game uses your stats to create its one generic monster (with differen't names).  So as noted before, may be the first roguelike that weakens you as you gain experience/equipment.

Elona used to have the game get quite a bit harder as you levelled up, and IVAN punishes you for wearing better equipment.  In the former it was a massive design flaw, and the latter is just sadism, but Dungeon Adventure is certainly not the first.

As I said.  This may be the first roguelike that weakens you as you gain exp/equip.  As in, all experience, all items work negatively (except the one cursed item).  My quote about characters stats being used to create monster stats used the word most.

EDIT - Actually I'm wrong.  The game has 2 healing potions, a magic mapping and freeze monster scroll.  So there are actually a few items that provide benifits to the player.  Still mathematically the game doesn't make sense.  It's like having the size and strength of a two year old, and by the time you're 18 everybody on the planet is the size of a Titan and walking around with a vorpal sword.
« Last Edit: February 06, 2010, 04:18:11 PM by Yyrkoon »

Yyrkoon

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Re: Dungeon Adventure released on XBLIG (360)
« Reply #29 on: February 06, 2010, 04:12:54 PM »
I don't really understand why anyone would want to play a roguelike on a gaming platform anyway. The only reasons I could imagine one would want to play any game on a console are that there aren't any system requirements to be met, and it's easier to play with friends, but roguelikes, lacking sophisticated graphics (if they have any), don't require much in the way of hardware, and they are typically single-player affairs.

Location, comfort.  While my computer chair is comfortable enough, many peoples ideal gaming comfort zone is near their console.