PrettyDeadman
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anyone here played this?
Played it. Didnt care for it. Seems extremely simplistic.
anyone here played this?
Epyx released multiple ports of Rogue commercially, including an Amiga port in 1986:
Also, Mastertronic later released Rogue in Western Europe for various systems, including Commodore 64, Amstrad ZPC, and ZX Spectrum, all with some variation of this cover art:
I think it's amazing because it's very PnP-ish. The character system and level generation are both very good.Caverns of Xaskazien II. Yay or nay?
It may depends on what you're looking for for one precise reason. The combat part may be controversial, there's no traditional positioning like in other roguelikes, instead when you enter the same tile as an enemy then you hit it once and it hits you once too, and if you want to use a damaging spell you would use it here too, so if you're looking for the best game to cast big area fireballs and with a bar of ninja skills then you should search elsewhere. I really like the combat system anyway for other reasons but that can be unsettling. I think there's a bigger emphasis during a game on choosing the opponents you'll face or not compared with some other games.
Now regarding non-combat exploration especially, I always claim how you should make a totally different game with or without permadeath. To make it simple without permadeath you may as well make skill checks determistic, while with permadeath you sure don't want to, because rolling is one million times more fun (it's just that with possible reloads it loses some sense). I think that skill checks is a reason why you would make a game with permadeath. The thing is, I think that this game is the best when it comes to skill checks, with tons of utility skill checks which make two different characters play differently outside combat. The character system is great and very pnp-ish (classic D100) with tons of various utility skills (trap disarming, swimming, mining, history ...) and also no ninja stuff, fighter-types have plenty of resistance and other random creation of an armor when entering a new level types of skills instead. I really love the character system. There's a deity system which works very well, you choose a god and you need to satisfy him or her (for example by killing some type of enemies but not another type) and then he or she will grant you wishes to choose from a list which depends on the chosen divinity. Pleasing a divinity (not only the one you chose) will also eventually allow you to pray to a shrine with a high chance of sucess (because failure comes with a punishment).
The spell set is great with some game changing ones (decent, passwall) and you need to find the books. Those, some other very good items makes loot exciting, while armor and weapon systems are good due to the base system.
The level generation is very good and the rare handcrafted levels are great. There are tons of magic pools, shrines, traps and other events which acknowledges your character stats and skills. This part really puts most games to shame. A game really feels like a PnP expedition. It's the reason why you should play the game. If you like passing skill checks, playing with risks and rewards and thinking about odds the game is a delight.
The game also has ton of content and tons of different ways to build characters, it's very pleasant to replay a lot at very least until you win.
Also, Mastertronic later released Rogue in Western Europe for various systems, including Commodore 64, Amstrad ZPC, and ZX Spectrum, all with some variation of this cover art:
anyone here played this?
Played it. Didnt care for it. Seems extremely simplistic.
anyone here played this?
Reminds me of Cogmind.
I think it has a TON of potential.
Game's website said:Dawn of the Mexica is a challenging roguelike videogame based on the myths from the indigenous people of the Valley of Mexico in the age of the Culhua-Mexica Empire and the invasion of the spanish conquistadors.
One fateful morning, the village of Cohuatltitlan dawns in total darkness. What happened to the Sun, Huitzilopochtli? Did the gods decide it is time to destroy the world again? Embark in a quest to find out, and save your people and the whole world from the fall of the Fifth Sun.
GAME FEATURES
* Pure turn-based roguelike with procedural level generation (different every game!), character permadeath and colored dynamic lighting.
* Extremely complex and realistic combat system. Every weapon and armor type combination is taken into account, and there's more than a thousand detailed critical effects: Every part of your body can be injured or broken, burn and freeze. You can become blind. Or deaf. You may bleed, become stunned, knocked out...
* Complex character sheet with 9 stats, 12 Character classes, more than a hundred spells and more than 40 skills to choose from as you level up.
* Friendly and intuitive interface. Complex doesn't mean hard to use.
* Weather/survival system. Even a torch may change temperature around you. Be careful not to freeze nor faint from the heat!
Steam said:Player can sacrifice humans on altars.
Why?Locked classes in a !!!roguelike!!!! is absolutely retarded.
Because it decreases player options and variability in gameplay. Trying to win the game as a character you want to play is a goal good enough to achieve on its own. Grind the game as a character you don't want to play as just to unlock ability to play the game you want to doesn't sound like a fun way to play the game. It's as fun of a mechanic as spending hundreds of hours leveling up classes you don't want to play just to get optimal stat spread for a class you want to play in Dragon's Dogma (i.e. just a retarded way to waste your time).Why?Locked classes in a !!!roguelike!!!! is absolutely retarded.
It gives you something more to play for. A small goal to achieve beyond the current run.
Not just "play til ded" with nothing carrying over from one run to the next.
Don't get me wrong, I don't think it is a necessary mechanic, it certainly doesn't fit all kinds of games, and ToME would be great without it.
But it's welcome where it fits. I wish CoQ had something that would require unlocking through gameplay.
I'd agree if ToME didn't start with 14 (!!!) classes to choose from to begin with. 7 standard + 7 from DLCs.Because it decreases player options and variability in gameplay. Grind the game as a character you don't want to play as just to unlock ability to play the game you want to doesn't sound like a fun way to play the game.
Well, I didn't find anything I'd enjoy in basic 14 classes. Not sure that I would've found them in any of the unlockables too. It's not the only bad game design decision in that game.I'd agree if ToME didn't start with 14 (!!!) classes to choose from to begin with. 7 standard + 7 from DLCs.Because it decreases player options and variability in gameplay. Grind the game as a character you don't want to play as just to unlock ability to play the game you want to doesn't sound like a fun way to play the game.
24 more can be unlocked, many of which by not even doing anything specific for them. You can easily play your first character and once you're done you'll have unlocked a handful of new classes.
Each of them of course having multiple ways to play them.
I call BS on the idea that anyone wouldn't be able to find anything they'd enjoy playing in 14 classes.
I'd agree if ToME didn't start with 14 (!!!) classes to choose from to begin with. 7 standard + 7 from DLCs.
24 more can be unlocked, many of which by not even doing anything specific for them. You can easily play your first character and once you're done you'll have unlocked a handful of new classes.
Each of them of course having multiple ways to play them.
I call BS on the idea that anyone wouldn't be able to find anything they'd enjoy playing in 14 classes.
Meanwhile, I loved playing all of the classes - well, all of those that I played, anyway.Well, I didn't find anything I'd enjoy in basic 14 classes. Not sure that I would've found them in any of the unlockables too. It's not the only bad game design decision in that game.
Game's website said:Dawn of the Mexica is a challenging roguelike videogame based on the myths from the indigenous people of the Valley of Mexico in the age of the Culhua-Mexica Empire and the invasion of the spanish conquistadors.
One fateful morning, the village of Cohuatltitlan dawns in total darkness. What happened to the Sun, Huitzilopochtli? Did the gods decide it is time to destroy the world again? Embark in a quest to find out, and save your people and the whole world from the fall of the Fifth Sun.
GAME FEATURES
* Pure turn-based roguelike with procedural level generation (different every game!), character permadeath and colored dynamic lighting.
* Extremely complex and realistic combat system. Every weapon and armor type combination is taken into account, and there's more than a thousand detailed critical effects: Every part of your body can be injured or broken, burn and freeze. You can become blind. Or deaf. You may bleed, become stunned, knocked out...
* Complex character sheet with 9 stats, 12 Character classes, more than a hundred spells and more than 40 skills to choose from as you level up.
* Friendly and intuitive interface. Complex doesn't mean hard to use.
* Weather/survival system. Even a torch may change temperature around you. Be careful not to freeze nor faint from the heat!Steam said:Player can sacrifice humans on altars.