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A very good game good work, just a little problem: i got so many rings that i can't see my seventh ring (way better the the other 6) so i can't equip it, need a trash\sell button
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Really like the game, can't finish it because I rush like a dumb player :D
Could the game be available on mobile, would be a great hit (at least for me)
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Right now I'm playing this game more than anything else. Finished the game with Warrior, Fire Mage and Storm Mage. It's a lot of fun figuring out the different tactics for each character, and I'm looking forward to trying out the new and improved Rogue. I appreciate the game being tweaked. And thanks for giving us a little extra elemental defense if we put some points into that element. Now when are you going to make an Ice Mage character?
Glad you enjoying it :) Yeah the little extra elemental defense is because I'm trying to encourage people to experiment with multiclassing and different builds so I want every skill to be useful to the primary class but also useful to other classes. I could imagine a situation where a warrior encounters the last level and say its fire and so chooses to dump his extra skill points into fire just to boost his fire resistance as high as possible for the final run for the goblet. LOL for the ice mage. Everyone is so anxious to see him. I feel like I killed an endangered animal when I removed him. He'l be added back in when I can figure out what do with him. Your guys comments comparing the different classes have all been great as its helping me sort of define what each classes playstyle, feel, and relative challenge is. I want each one to be different so I'll add him when I can sort of nail down a defined role for him.
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Teleporting into water inside room with two storm imps is definitely not fun. I didn't even have any chance to do anything before they double-critted me from full hp to 0.
Thanks for the feedback. This has being mentioned before so its high on my list of fixes. Simple solution is just to force to be players turn after every teleport so that you get at least one turn to act.
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Load game does not work? :(
probably because of:
Cannot read property 'name' of undefined
at PlayerCharacter.addItem (main.js:14103)
Arg sorry. I'm pretty sure it has to do with me fixing the spelling of Javelin with the last update. You probably had a stack of the misspelled ones in your inventory and now it doesn't recognize them.
Progression is in the players skill itself. I like to think of roguelikes like a competitive online RTS or MOBA. The first few games you get absolutely rocked by more skilled players but you gradually improve your own skill, learn tricks and counters to unusual situations and you slowly get better and better. I don't think there's a need to carry over character stats or equipment between runs. This is not supposed to be an RPG though obviously there are some similarities.
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you never said level and skills max at 20 :{ also, I got to 12, went down to 13 for a quick check, came back to 12. I refreshed the game and when it came up I hit continue. I am now looking at a black screen. I'm super bummed. It was my best run ever !!
Sorry about that. If it happens again please open your browser console and send me a shout or PM with the log messages so I can figure out what went wrong.
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dang, my best run so far with Storm Mage cut short cause I got trapped by an invisible "electricity" space blocking the only exit of a room I had entered without a problem.
Sorry about that. I really am. It pains me more than it should when you guys have runs cut short due to crappy bugs like that. I'll be looking into this bug as I've had it mentioned a few times now. Not sure if I've ever actually seen it on my setup so I might PM you in the future, if you don't mind, to test if any fixes I make have actually worked.
Congratulations! My strategy is generally to hoard healing supplies as much as possible and as soon as I hit the last branch I'm just running for the down stairs as quickly as possible. I'm not sure if its even possible at that point to clear every single level as you do earlier in the game.
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I *love* the hungry mechanic. Like proper, oldskool Nethack! Nice! The rest of the game is also like nNethack - a million deaths, all of them grisly and stupid. It's far harder than I'd thought it might be, and that's great. Well done :)
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The game is pretty good, but for some reason the sound settings just won't stick. VERY annoying for me and means I won't play again.
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I think I've encountered a bug while playing a few times as Storm Mage. Sometimes when I use Lightning bolt or Thunder clap, especially when I kill an enemy with Lightning blog, a nearby space will act as if there's an object there blocking movement and ranged attack. When I mouse over it the tile says "electricity." It doesn't happen super often but I use Lightning Bolt enough that it's happening ever couple of floors. Another issue I've run into is when an enemy is killed by a bear trap or on top of a flame vent and drops loot, I can't pick it up, i just attack the trap.
Thanks for letting me know. Will be looking into the lightning effect issue. The reason your attack the trap or vent is you have a ranged weapon equipped so its trying to disable it. I'm also looking into not having items drop on traps, stairs, portals etc. which should fix this issue.
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Great game, so addicting! I can't figure out how talent points work, when it shows I have one, I can't buy the next skill all the time. bug?
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Overall difficulty is fair, although I have not yet found a great build for the rogue. Would appreciate if the music would not restart every time you complete a run (win or death).
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very difficult but a lot of fun. you really should incorporate some sort of after death incentive to keep playing though. maybe characters can keep their level gains or equipment? it's just very frustrating have to start from scratch each time.
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bug: shoot an orge with staff of ice (the orge won't actually slow down). don't kill it. sometimes later, the orge gain the same speed as bat.
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i think best character is necromancer poison, life leech, cannibal and poison gas has great advantage on survival. Especially life spike and cannibal combination. I could finish the game with only necromancer and storm mage. If you have warrior and fire mage's talent book take fire resist and toughness./Great game :D/
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Dying is way too random, mostly due mobs critting over my max hp.
Item drop rates are way off, ive had runs where i find no items and runs where i find 1 item in 8-9 levels -_-
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got a bug - I fled back upstairs after a wall came down with a mass of imps and golems and a fireball on my tail, after healing came back down and the 2 golems suddenly had NaN hps and would not die, killed the rest, went up/down stairs to see if it would reset the golems hps and now stuck on a black screen.
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Is there a way to sell items to the merchant? Looking to unload some of the items I'll never use, buy up that good armor
I'm probably going to implement item selling in one of the next updates. During development my rational for leaving it out is I wanted players to have to utilize all of the items they had found. I didn't like the idea of just selling anything that didn't fit your predetermined build and buying stuff that did. I was trying to make it so that players had to play with the cards dealt so to say. I've since changed my mind on this due to a number of factors so I'll be adding item selling soon.
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would be incredibly useful to use more of the enviroment to your advatage like when spotting a trap you would be able to run away from a monster until they fall for the trap
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I'd like to see a discussion board opened, so we can uniformly offer feedback and suggestions (such as equipment changing the look of the adventurer, getting that greedy merchant to actually BUY stuff, removing the strangely unnecessary scroll bar from the allocated player window, etc). I keep coming back to this game - the R#G/RNG usage makes replaying this game so much fun!
Definitely agree. I'm planning to continue working on this game and I'm loving all the suggestions but its a huge pain to scroll through this feed with its extremely limited functionality. Is a discussion board something I can open as the developer and I'm just missing the option somewhere or is this something the kong staff have to setup at our request? *edit* yeah I'm trying to scroll through this feed and collect up suggestions, plus people who PM me, plus people who shout me... its getting crazy lol.
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What, no Hall of Heroes? (Or List of Stupid Ways to Die?) I thought all Rogue-likes had a place you could see how far you came on all your previous characters and how they died. I would also have liked some mechanic in the game whereby you could win or find permanent bouses or changes. That way you wouldn't feel cast back to square one everytime you die.
Death tracking is definitely on my list of things to do. I want to improve the system that detects exactly how you died so that peoples death lists have more variety than just 'you died on level 11'. I really should at least show your fastest win time on each class, or deepest level since both stats are already tracked, so I'll add that to the list as well. I'm not a big fan of permanent upgrades in short roguelikes, as it adds an entire extra layer of balancing and detracts from the core idea of the roguelike being about player skill not grinding experience. I am considering for the future however to have unlockable classes, items, monsters, possibly whole branches so that the game grows as you play it more but that's way down my list right now. Thanks for your feedback! Always appreciate thoughts and suggestions.
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Oh thank god we don't have to bring the goblet back out of the dungeon. I was pretty much running on fumes at the end, being chased by dozens of elementals and fireballs, with all healing items and teleportation scrolls used up, and surrounded by an ocean of lava.
Haha, congrats on your win :) I've tried to make the last levels difficult to the point where you can't even clear them like the earlier levels. Generally when I play, from level 13 onward is just an adrenaline and healing item fueled race to the goblet. I can only imagine what happens to your character after you win, since like you I'm surrounded by enemies at that point. I hope the legends are true and it actually makes you immortal or else all my guys are dead 10 seconds after touching it!
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Storm mage and necro are the top of the heap (AoE stun and Lifesteal/infinite mana), but everybody seems pretty viable.
Rogue might need some help (or maybe I just don't understand the rogue mindset).
Yeah rogue is gonna need a big update. The original idea (which I'd like to tweak him to fit) is for him to avoid most fights with stealth, fighting only when needed using his sneak attack bonus. I want him to sneak around the whole level grabbing all the loot and leaving with minimal combat. Someone suggested lockpick as a talent so he can always open all the locked doors. I'm considering making it so that when the rogue descends a set of stairs for the first time he gains exp for all unkilled enemies on the previous level (not counting respawns) to further emphasis combat avoidance. I really want to get him to play differently than the other classes and not just be another variation on 'kill everything that moves'.
Monsters in the locked room? That's a BIG problem. Could explain why a previous commenter managed to fall through a pit trap into one of those rooms and get stuck. It seems they are not being flagged as 'closed' to monster spawning and teleportation in some odd case. Thanks for the bug report!
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Very true to the original, I like that. Would defintely love some perks like you get in Cardinal Quest so you get some reward for finishing the game.
I'm planning on adding more classes over time so might make them locked until some (reasonably easy) achievement is reached. I don't want to add actual bonuses as I feel like this unbalances the game for experienced players who are the last people to need to bonuses. I'd love to have success simply unlock more classes, more options, maybe more content though. Thanks for the feedback.
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I have not tried others yet I think warrior's charge is too good for this game. I used charge and running around exploring maps while enemies could not attack me.
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Experience : Finally got my first win, with Warrior (after 15-20 plays) ! In the middle levels it’s hard, but in the end he’s a juggernaut ! Rogue seems very weak. Cloth equipment is the best even for warrior because he needs Energy as much as the others. Never had problems with food.
Overall, it’s fun ! Lots of clever design choices. Still feels a bit dry though, but it’s the same for every roguelike.
Bugs : Sometimes it is impossible to move to a tile. It seems to be in a room where furniture was demolished ?
Suggestions :
- clockwork enemies shouldn’t bleed. Maybe leak OIL ? :D
- add loot for the Rat Piper and other bosses (a Pipe that summon an ally Rat for 1 EP ?)
- new class : Ninja. Basic Skill (3 EP) : Fan Throw (can throw up to 3 projectiles in the same action). 6 EP : Dash (move up to 4 tiles in a straight line through enemies and obstacles, they suffer your melee attack), Keen Hearing, Evade.
Btw, what programming software do you use ?
Haha, you probably can since its only checking for visibility in order to allow you to blink 'through' enemies. I'd advise against that obviously if you don't have keys.
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loading stops at 98% and the lower-right quarter of the iframe turns grey. Firefox says "Loading mixed (insecure) display content “http://api.kongregate.com/api/items.json?game_id=277827ts=8209678%5F68” on a secure page"
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If you've removed teleport traps surely you might want to investigate portals which give you no option but to use. If you then appear in a room full of imps they have a turn of initiiative before you can act. This results in auto-death. Maybe not give them the extra turn?
DCSS is the primary influence. The initial idea of this game was simply that I love DCSS but don't always have 8 hours to do a full run, so I was trying to compress all the good parts of that game into something much more compact.