Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Rum & Gun - A piratey indie diablo-like with liver as an item slot

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,751
Location
Ngranek
The game seems like an absolute steal on Steam for what it offers (USD 2.99 now, 3.99 normally). Yarrrr-style combat, a large skill tree, swords, guns, bombs with friendly fire, kicking enemies away and zombies in half, sword-dash finisher move, socketed items, plenty of loot, ship battles, and a catchy sea shanties playing in the background—the kind that sticks in your head before sleep, you have been warned!

Thanks Taka-Haradin puolipeikko, for bringing this to my attention.



Even broken liver can be of some use:

1.jpg




The build tree is unusually rich for such a "small" game. Some perks are the classic +5, +10, +15 dmg, etc., but quite a few do something truly palpable. Such as this one:

2.jpg



Last but not least, there don't seem to be any healing potions. You drink Rum to heal yourself. It's the yellow potion to the bottom-left, and you have to refill it by looting dead enemies. Who would've thought, right :P?
 
Last edited:

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,751
Location
Ngranek
Man, this liver thing just keeps adding up. I've just literally sold my liver!
For a whopping amount of 7GP. That's the most I ever got from anything so far.
Steam achievement *Donor* unlocked, too!
 
Last edited:

damager

Liturgist
Joined
Jan 19, 2016
Messages
1,730
Bringing back friendly fire in Diablo likes is steep incline. Diablo2 destroyed all tactical depth of multiplayer and made it into braindead buttonmashing with removing ff.

Also think this game removed infinite sprinting too? That was my second biggest gripe with modern Diablo clones. Seeing such wise design decisions I made have to invest the 2.99 and join the bounty hunt!
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,164
i enjoy throwing javelins... i guess i should replay as amazon
 
Joined
May 31, 2018
Messages
2,860
Location
The Present
Bringing back friendly fire in Diablo likes is steep incline. Diablo2 destroyed all tactical depth of multiplayer and made it into braindead buttonmashing with removing ff.
Disagree. I am almost always an advocate for friendly fire, but it doesn't work in games like Diablo. FF made the warrior class unplayable in co-op after the first few levels. It would have been even worse in D2.
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,751
Location
Ngranek
Wow, this just keeps on giving.
I've just discovered that enemies can attack each other. In a very tight situation where I would have almost certainly died otherwise, this feature actually saved me.
...luring groups in, using someone as bait, etc. New dimension of combat in diablo-likes in a game under 4 bucks? I am beside myself.
 

damager

Liturgist
Joined
Jan 19, 2016
Messages
1,730
Bringing back friendly fire in Diablo likes is steep incline. Diablo2 destroyed all tactical depth of multiplayer and made it into braindead buttonmashing with removing ff.
Disagree. I am almost always an advocate for friendly fire, but it doesn't work in games like Diablo. FF made the warrior class unplayable in co-op after the first few levels. It would have been even worse in D2.
Well I disagree too. I played through Diablo 1 inclusive hell with my ex-gf. You are forced to use spells smart and not just fill a room full of lightning bolts when your melee partner stands next to you. It makes you use choke points and clever positioning. It makes you use other spells than lightning nova and chain lightning. And it makes you think about common resource management. Bascially what I stated before, it gives room for tactical depth instead of just spamming shit.

But yeah it would make coop with some dumb meathead impossible. But I don't really see that as disadvantage.
 

kalemonvo

Arcane
Developer
Joined
Jun 25, 2024
Messages
13
I'm amazed at the price, it's a big game for only 3 bucks. Apparently also comes bundled with some kind of map making tools as well, all from a solodev. Some devs are just built differently.
 

Shodanon

Ninth Exodus
Developer
Joined
Jun 13, 2020
Messages
53
Borington's crazy. Made a fully fledged ARPG, Starcraft clone and now a full on doom doom engine standalone game in the span of just a few years.
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,751
Location
Ngranek
So far, I made my build around:

1. Dancing around the enemies to create crowds.
2. Throwing the piercing spear inside the crowds, while making use of the perk that says that the Perfect Throw doesn't spend ammo.
3. A Slam attack rune inside a hatched in order to send anybody coming too close flying away and stunned.
4. An occasional stunning bomb drop (after every third dodge).

I am having a blast both in figurative and literal sense.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,714
I did something similar so far. Only instead of having a stun on my bombs i throw two at the same time.
This game sure ain't lacking in terms of weapon variety. Still not sure how i actually want to build my character.
RumandGun3Ypf7m0QgB.jpg

This game also likes to throw some pretty large team brawls from time to time.
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,751
Location
Ngranek
My personal army of horrible, bloodthirsty pirates, warmongering brutal lizard riders, and faithful cutesy chirping crabs or whatnot.

1725397180591.png
 
Last edited:

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,751
Location
Ngranek
I did something similar so far...
Let me repair it for you:

I don't know how will I build my character is the game gonna let me build my character :P

Eh, just kidding. I mean, the lotery build is strong with this one, sure, but later in the game, there's much more of Loaded Dice, rerolls, and even respec points (not that cheap, not that expensive) to be had.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,714
Just completed this game.
RumandGunUdZTMAT0XQ.jpg

Cliffhanger endings, i hate those! YAR!
Later levels are pretty tough, felt like my gear and weapon upgrades couldn't quite keep up with enemy hordes.
Had a poor lack with finding a good spear or rifle so i switched my build to a dual gunner with a focus on pistol boosting perks. It was good at first, painful later as enemies started getting tougher and became somewhat good again once i found a nice burst rune.
To not waste my perfect shot perks i bought that perk that allowed me to use perfect shots with windup rune. By attaching it to my cannon i made it into a good boss killer, at least until later levels where enemies all got more spongy.
Didn't like going into melee safe for occasional poke with a slam rune but out of curiosity tried going sword'n'board and it was surprisingly good despite me having few perks that boost my melee combat.
RumandGunfZW9ocrA1B.jpg

Siren zone was probably my favourite area in terms of visuals.

RumandGuns52PCB0lWv.jpg

Didn't expect a full on tower defence sequence.
Trying to setup barricades and multilayered defences proved to be a futile and a resource wasting effort so i just spammed gunman towers near the gate, worked really well.

RumandGunZH91yKpzKm.jpg

This level where frenchies keep shooting the whole level with cannons was pretty annoying. Died a few times :argh: .
But it also felt pretty rewarding when you get to hijack their fuckhuege ship and go nuts against their whole fleet. Double rewarding is how right at the next level YOU get to shoot the whole level with cannons.

RumandGunfPowO6HOpj.jpg

Final boss sequence was cool, nuff said.
Still annoyed by the cliffhanger ending though.
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,751
Location
Ngranek
0
Just completed this game.

Later levels are pretty tough, felt like my gear and weapon upgrades couldn't quite keep up with enemy hordes.
Had a poor lack with finding a good spear or rifle so i switched my build to a dual gunner with a focus on pistol boosting perks. It was good at first, painful later as enemies started getting tougher and became somewhat good again once i found a nice burst rune.
To not waste my perfect shot perks i bought that perk that allowed me to use perfect shots with windup rune. By attaching it to my cannon i made it into a good boss killer, at least until later levels where enemies all got more spongy.
Didn't like going into melee safe for occasional poke with a slam rune but out of curiosity tried going sword'n'board and it was surprisingly good despite me having few perks that boost my melee combat.

I don't know what this is, I was also extremely unlucky with Spear drops. Having acquired the very first one, initially, I had to carry it for like 1/3 of the game. After that, the curse seemed to have been broken, and I was able to change for a better one every once in a while. Also, I agree with the difficulty level. In the later stages, despite loving the Perfect Shot with Spear attacks, I usually settled on the following:

1. An almost gattling-fast Repeater gun with shots that penetrate multiple enemies (thanks to a rune).

1.JPG


2. Occasionally, I’d use a Fire Nova rune in a flamethrowing Pirate’s Fire Spitter. The runic spell is called Bullet Nova, but the funny thing is it behaves differently in various weapons. This spell dealt an insane amount of damage, usually wiping out most mobs in nearest vincinity except the toughest ones. However, it was tricky and dangerous to use—having to hoard enemies, being surrounded by 20 various mobs often didn’t end well for my survival in the later stages.

2.JPG


3. And my 2nd favorite in the late game: the Hive weapon, which shoots auto-guided bees. It’s the funniest weapon, though risky again—it deals slight damage to the player with each shot (I suppose the bees aren't thrilled about being fired), and it shoots fast! You could easily kill yourself with it, even without enemies shooting at you. But with some basic life steal, you can somehow manage the risk and unleash hilariously fast DoT-based destruction as the bees swarm your enemies. (e.e.e.e.e.e.e.e goes the 20th enemy before dropping dead).

3.JPG
 
Last edited:

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,617
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1210800/view/7447353797711598301
Patch 1.7.1h - Perk system change. More fixes and tweaks
Ahoy, mateys!

Another week, another round of improvements for Rum & Gun. I've been watching your streams of the game and it's been super useful feedback. Also, I've been getting reports of 'unresponsive' controls - if anyone could give more feedback on that, that would be a lifesaver.

Here are the full patch notes:

-One of the perk rolls is now guaranteed to be an upgrade to an already chosen perk (part of a branch)
-Pillage has been reworked to give a powder crate instead of 2 gold (8 second cooldown)
-Currently rolled perks are highlighted and can be selected even in the skill panel. Perk roll panel is now hidden while skill panel is visible
-Modified Fort Bourbon terrain to make sequence breaking less likely
-Added new option to show the reload bar at the cursor
-Gamepad now supports ship boost
-Fixed: weapon item comparisons no longer use the default slot id, but looks for the most similar equipped weapons
-Fixed: two guns of same ammo type caused various bugs (e.g. firespitter and repeater broke reloading)
-Fixed: wrong socket passives were displayed in rune tooltip
-Fixed: bleed immunity from Cure was not working
-Fixed: hanged pirates can no longer be stunned
-Fixed: inventory hint was still mentioning "buying" items
-Fixed: better automatic spell layout when equipping spells in various orders
-Changed default key binding of ship mode from 'H' to 'Z'
-Fixed: "Show enemy lifebars" setting was not remembered
-Fixed: if second pistol has more spells than main pistol, its spell action buttons were hidden
-Fixed: akimbo main gun's sword action now falls back to primary attack
-Fixed: visible edge of the map on Fort Bourbon
-Auto-aim for gamepads is now disabled while inventory or skill window is open
-Fixed: last patch has disabled active reloads for gamepads
-Fixed: "magazine" rune bonus was renamed to "reload", consistent with weapon tooltips
-Fixed: "reload" socket bonus was not displayed as percentage
-Fixed: keyboard cannons did not work when gamepad was connected
-Fixed: Typo in journal notification
-Slight change to auto-sell algorithm
-Fixed: F12 now brings up console in editor gui, not just while playing in editor mode

That's all for today. As always, if something got broken by the update, don't hesitate to notify me.

Borington
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,751
Location
Ngranek
https://store.steampowered.com/news/app/1210800/view/7447353797711598301
Patch 1.7.1h - Perk system change. More fixes and tweaks
Ahoy, mateys!

Another week, another round of improvements for Rum & Gun. I've been watching your streams of the game and it's been super useful feedback. Also, I've been getting reports of 'unresponsive' controls - if anyone could give more feedback on that, that would be a lifesaver.

Here are the full patch notes:

-One of the perk rolls is now guaranteed to be an upgrade to an already chosen perk (part of a branch)
-Pillage has been reworked to give a powder crate instead of 2 gold (8 second cooldown)
-Currently rolled perks are highlighted and can be selected even in the skill panel. Perk roll panel is now hidden while skill panel is visible
-Modified Fort Bourbon terrain to make sequence breaking less likely
-Added new option to show the reload bar at the cursor
-Gamepad now supports ship boost
-Fixed: weapon item comparisons no longer use the default slot id, but looks for the most similar equipped weapons
-Fixed: two guns of same ammo type caused various bugs (e.g. firespitter and repeater broke reloading)
-Fixed: wrong socket passives were displayed in rune tooltip
-Fixed: bleed immunity from Cure was not working
-Fixed: hanged pirates can no longer be stunned
-Fixed: inventory hint was still mentioning "buying" items
-Fixed: better automatic spell layout when equipping spells in various orders
-Changed default key binding of ship mode from 'H' to 'Z'
-Fixed: "Show enemy lifebars" setting was not remembered
-Fixed: if second pistol has more spells than main pistol, its spell action buttons were hidden
-Fixed: akimbo main gun's sword action now falls back to primary attack
-Fixed: visible edge of the map on Fort Bourbon
-Auto-aim for gamepads is now disabled while inventory or skill window is open
-Fixed: last patch has disabled active reloads for gamepads
-Fixed: "magazine" rune bonus was renamed to "reload", consistent with weapon tooltips
-Fixed: "reload" socket bonus was not displayed as percentage
-Fixed: keyboard cannons did not work when gamepad was connected
-Fixed: Typo in journal notification
-Slight change to auto-sell algorithm
-Fixed: F12 now brings up console in editor gui, not just while playing in editor mode

That's all for today. As always, if something got broken by the update, don't hesitate to notify me.

Borington
Blimey, 'tis be a sight fer sore eyes!
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom