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Pretty nice game dragged down by really stupid game flaws and design, like snow level is 10x toughter than anything above, zoning to appear between 3 ice towers and 3 wolf cages... really? And with cold timer?
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Hi everybody! First, I want to thank Justin Wang and all contributors (if any) for this great game. I love how user-friendly interface meets roguelike style here, creating great game with awesome replayability. I grew up on DCSS and really apreciate that aspects of the game. I have some questions/proposals which (I think) can make this game better.
1. Why do this game use euclidian distances for projectiles and LOS? Most (not slow) enemies move diagonally and along the grid with the same speed, so it is wise to approach your enemies via different ways if you are a ranged combatant or a melee fighter.
2. Why LOS and tiles you can hit are so different? This forces players to bear in mind all that obstacle mechanic and learning whether you can shoot around the corners and statues or not.
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Bombers are by far the most useless enemy. You see, they'll throw a bomb, and you, being a smart, tactical being, move away from the AoE, right? Instead of running for cover, they'll run into the very bomb they threw, and die. In other scenarios concerning more than one enemy, a Bomber included, they're also very good at blowing up their own teammates.
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started off as warrior. had 14 points in toxic skill with a +2 staff of acid. 6 meat, 30 green mushroom, 3 full health pots. got caught between 2 crossbow, think im out of range to move away instead of heal, the other one hits me and i die :(. I couldn't have asked for better items
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Another possible bug: had a ring of flight, found another ring of flight... nothing. No improvement, money, additional ring, totally wasted.
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Possible bug: started as Necro, found an acid staff, but my original acid staff was not improved (like normal for weapons).
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Barbarian is way too squishy to be effective. Takes too much damage from having to be up close. There should be damage reduction and at least the rush skill to handle ranged attackers.
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not sure if this was a bug or not; at a vendor that had a +1 shield, i sold my normal shield and a +2 popped into his inventory, i was able to redo this until i had a +6 shield, only being stopped by my gold running out..^^
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It’s a very well-made game, and it deserves a 5 rating. But for us players who ain’t that skilled, it soon becomes too frustrating starting all over again and again. What’s on floor 16, we will never know …
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Great game. I love the modular the classes, with findable books and weapons. It's a hard game (barbarian is hardest), but it's rewarding. When I'm leveling up a damage skill, I'd like to see when the base damage will increase by one. The percentage boost is useful for damaging spells, but with base damage, the numbers are so small that we'd have to get a calculator to see when the decimal is going to cross the line.
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My first win: Rogue with max stealth, nearly max melee; all rogue abilities and summon oil for easy melee crit. Thoughts: Sleeping dart is only usable against lone foes, but is still decent for backstabbing. Sneak works...ok...against enemy groups spotted with keen senses. Evade is completely worthless - when used against groups it instantly fails even at max stealth.
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I assume you Ceiling damage rounding? Working on that assumption, I've been looking at how the Staff of Acid numbers compare to the other staves, and it still seems to me like the growth rate of Acid doesn't keep pace. It basically grows half as quickly as other staves. If I'm right, here are the big landmarks for a fire staff: 0-4 deals 4 damage, 5-11 deals 5 damage, 12-18 deals 6 damage, 19-20 deals 7 damage. For a Staff of Acid on the other hand, the landmarks are 0-8 deals 3 damage, 9-18 deals 4 damage, 19-20 deals 5 damage. At best, the poison effect only brings it up to the DPT of other staves with their respective damage stats between 0 and 4; at any higher value, they deal more damage per round. One can rightfully argue that poison allows the player to drain an enemy's HP by a few points while they hide around corners or behind obstacles, but this tactic quickly loses its effectiveness when dealing with later enemies.
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Loving the game and your constant updates!
One suggestion is to make your character stop 2 spaces away when you auto-attack with a spear (i.e. when you click on a monster to attack it from far away). Currently you move right next to the monster before attacking, which takes away the benefit of the spear.
Thanks for making this!
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It seems that once monsters are alerted, they don't go back to not alerted; they just chase you all over the place. Am I corrected? It seems that there should be some chance of monsters going back to "?" status when they are out of line of sight.
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Staves have unlimited ammo and provide other (sometimes circumstantial effects). Range 5 is fine. If you need more range, use ranged weapons.
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The range is a good compromise. Rating upped to 5 stars because you listen to your players.
And I just got penta-slashed by a polar bear. Not sure if that's intentional or not.
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Yay, I finally beat the game with every character! I'm not going for the "speed runs", I prefer taking it slow.
I went through with the Storm Mage again and won again. Range 5 is fine!
Awesome achievement! I think even without consciously going for speed runs your time will just gradually improve. First time I beat DCSS took something like 11 hours and second time I won, though I wasn't even trying to play any faster, was only about 6-7.
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I think i found a bug. I got near the Archer altar and it spawned 30 Javelins before i even clicked at it. So i didn`t have to pray at all. :D
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Know your shrooms, kids.
Green shrooms are okay, they heal you for 10 hp.
Purple shrooms are cool, they restore your energy.
Red shrooms are bad, they'll blow up when you step on them. (note, this applies to enemies as well, so not so bad?)
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range 5 is still tough for mages but now its playable and since I havent played any melee class yet I have no base for comparison on that score.
Thanks :). That's the plan. Short development cycles and just keep making each game better. RF2 actually took the same time to develop as RF1 so there's definitely improvement happening.
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This is a fun game, though there are some annoying niggles (such as no guaranteed food or traders, so you may run out due to no fault of your own.)
Necromancer is the character that will most likely take you the furthest. Melee will most likely die early on.
The difficulty will often spike and end a good game in a few moments. Balance could be better but still an enjoyable game.
Thanks.
Thanks for feedback. People seem split pretty evenly on whether casters or melee are the OP class, so... I guess that means their balanced? Honestly I don't even know anymore myself lol. Food is now changed to be less random, and there is a guaranteed trader on level 6.
There's not really any mechanic on kong to publish old versions and I don't want to clutter up the new releases with the same game. That being said, what changes made the barbarian more fun? I don't think I've touched him since he released yet.
You can save and exit, but saving would defeat the core idea of a rogue-like. I think its important to note that rogue-likes and RPGs are completely different genres.
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This games amazing, why do i even bother with buying games on steam anymore with simple and addictive stuff like this! Really wish we had actual volume sliders for the sound though.
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Incredible game, beat it with a necrommancer just a few seconds after the range buff. No idea how anyone can beat it without using range, but I'll try and beat it now with a barbarian.
Only suggestion is if there would be an infinite mode where the highest difficulty is set as floor 16 but repeated.
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the ice area is way WAY too hard... with the status effects, and any of the runic doors you open causing you to get pinned by ice bombs... difficulty needs to be toned down a hair, and you need to be able to walk through ice bombs
Just fixed some issues with the Ice Bombs in last update (just a few mins ago). They should be significantly less bullshit now. Lemmie know how it goes with the new changes. The last few levels are definitely supposed to be a big step up in difficulty though. Ideally I'd like players just desperately searching for the stairs at that point, running from monsters, fighting only when absolutely necessary. Basically I want an exciting climax that isn't just more methodical clearing of every floor.
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Holy F**k that ice map. By far the most difficult aspect of the game, is figuring out which attunement i will need.Fire, cold, the crypt.. (ugh) toxic, or storm. I've yet to see anything in the physical damage that can drop my ass down as a lv 20 necromancer with a little under 90 hp and 20 in each magic stat. (10 or so in stealth, 4 in melee due to books now, and maybe 10-15 in focus). ((THANK YOU SKILL / STAT trainers & the PRIEST. For the love of god, thank you for the priest! XD
All in all, next to one of my personal favorites, elona shooter, mud and blood 2 and fantastic contraption/incredibots, a very well made game. Reminds me of "pixel dungeon".
A few games on steam like 'waz hack & barony' are much more in depth versions of this game. None the less...
- WELL DONE.
Haha thanks for the feedback and damn that's a powerful character you managed to build up. I just fixed some issues with the Ice Caves, specifically the Ice Statues and their eggs, so this should make things a bit more manageable. The priest as you have noticed is pretty damn useful, not sure how many people take advantage of him. His blessing is actually incredibly strong. While we're mentioning roguelikes for people to try I'd add Dungeon Crawl Stone Soup, ADOM (especially with the new tiled version) and TOME4. All 3 are massive games with decades of work in them, and reasonably user friendly (by roguelike standards) interfaces.
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Keneke, necro is the only mage that is not hurt badly by the nerf, but only because of unlimited energy regen. if necro's first spell was also range 4 youd be hard pressed to breeze through. and once the necro energy regen gets nerfed.....
Yeah I had the feeling necro would be fine. This might have been just enough to knock him back to baseline. With a small restriction to his canni (just something to stop it producing infinite mana) he's probably about right. Pop into the forum when you have time and check out the staff thread. I'd love to get your feedback on how we can bring the other two casters up somehow to compensate.
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Almost a really good game, but it's the little things that hold it back. Most of my deaths have been from not being able to see where monsters are because of big, useless text, and the general speed of the game is pretty slow IMO
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I have to admit, the range nerf on mages is bad. They're too fragile to handle enemies that close, and since archers can out range them...
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If you are gonna downgrade our mages range (which is ridiculous, btw. Just give the ranger a 9 range, or something else that makes him special) could you at least downgrade the range of enemy mages, too? It makes no sense that they more magically adept than us. Thank you.