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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.
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The character menu is somewhat sticky, I can't leave it easily. I have to trick the game to be able to. Other than that the game seems to be fun.
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Food mechanic seems a bit broken. Early on you can die with no reason, once you find a merchant food becomes mainly useful as a potion. If you want to force advancement, you could just place food on each level but not have it drop.
That's a really good idea. I'll think about it. I like a little bit of variance just so that sometimes you have a little more and sometimes a little less. So maybe I could significantly reduce drop rate of food (not 0 but much lower then it is now). And then make say a guaranteed drop on floors 4, 8 and 12 (subject to testing). This would force the player forward to get food while still allowing for random cases where you find more or less. You may have just solved this balance issue :) Thanks.
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Its a really solid game so far- I couldn't figure out how to use my second skill, and part way through the run my health and mana readout in the non-menu screen disappeared, but was still visible in the menu?
Anyway, super fun, ill play much more tomorrow
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Excellent game! So addictive! But why is there an ice mage book and a whole area that does cold/ice damage, but no way to upgrade ice magic ability or no ice mage class to choose from at the beginning? Posing a threat (ice attacks and environmental cold) that we cannot defend against is a bit unfair in my opinion.
Ice magic book was removed a few updates ago. Did it somehow drop again recently? There used to be a full ice mage class but he was kind of lame so got cut. I'd like to do something more interesting for the next class and at some point I'll try to rework the ice mage and add him back in. For now, there are rings of ice that will give you a bit of an edge and resistance potions should be hoarded for those last levels. I'll see about adding a book of resistance in the next update that just has all the elemental resistance talents in it, random drop of course. Thanks for your feedback, please let me know of any other balance issues or bugs.
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4 games in a row where i died of hunger because no food. if that mechanic is in the game, food/ merchants really need a higher drop rate.
I've added a guaranteed food drop on level 4 for those times when the RNG is not playing fair. This should give you enough of a boost to make it to the first merchant. The final solution is simply to force the merchants to spawn on set levels (4, 8, 12) or something. Let me know how it goes with the food drop on level 4. Thanks for your feedback.
Yeah, he's gonna get a big overhaul pretty soon. Will be changing sleeping dart to a sleeping bomb (hitting multiple guys). I'll also add the sneak skill to damage when sneak attacking (attacking unaware or sleeping enemies). So the rogue should eventually be able to land massive damage on unaware enemies.
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Well, as it turns out, those mushrooms were NOT healing me. First character I died without even leaving the room. Fire mushrooms op.
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Game freezes every time a mushroom explodes. Using necromancer on Mozilla firefox. Looks like the game still runs, but the character can not move or auto explore. some items are unusable. Happens every time.
Thanks for letting me know, this is next on my list of fixes. The fact that it happens every time is very useful to know, so there's obviously some issue with a specific version of firefox (I believe everyone else who had this was also using firefox). Will try to release a patch tonight or tomorrow, I may contact you by PM if you don't mind just to check if the patch worked since I don't get this on my system even with firefox.
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any chance you can stop coins from dropping on stairs and fire grates? you can't pick them up from stairs at all, and the grates are just annoying
I'll add it to my list, will take awhile to get around to it since its more of an annoyance not a crash. I can just make them try to pop to an adjacent tile if possible.
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possible bugs:
1) when i'm standing next to a pile of gold and click on some pile far away, both piles are picked, w/o my PC moving
2) storm mage, 0 stealth, equipped ring of stealth... stealth still 0
Added to my todo list, I've noticed this as well. Since its not game breaking might be a bit longer before I get to it. Thanks for your feedback, please let me know of any other balance, bugs or crashes.
One of those eyeball things is looking at you. It means every wandering monster in the zone is going to start pathing towards you. I'll add description when you mouse over in next update.
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Good little game ! I notice a bug with the Fire Mage : when an enemy was shot, fireball doesn't finish it's animation cycle and freeze the game (noticed on Mozilla Browser). Hope it will help you to fix. Thanks for the good job !
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Stuck at level 9 with warior...no doors out, no stairs down...just a merchant. Im sad. (Great game, please rescue me!!)
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fire imp casts fireball - storm imp blinks behind me - sidestep - grinding my axe into the face of the fire imp, while watching the storm imp exploding due to the fire imps fireball
And thus I found out, friendly fire is a thing xD
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If you can get the Necromancer's 'Cannibalize' + the Storm Mage's 'Thunder Clap', then you've won the game.
Turn 1: Stun
Turn 2: Cannibalize
Turn 3: Life Spike
Turn 4: Cannibalize
Turn 5: Life Spike
Turn 6: Thunder Clap
It's essentially infinite health and mana + completely immobilize everything on the board. Madness.
Added guaranteed drop of food on level 4 for those times when the RNG screws you over on food drops. After that you should be able to find a merchant in the next few levels and they always have food for sale. Let me know how it goes.
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teleportation trap straight into 3 ice turrets 2 polar bears 17 wolves and i surounded on all sides and unable to move killed instantly before im allowed to do anything...i think this game still might need some balancing
Will look into it. I'll see if I can come up with some sort of solution that doesn't significantly alter the rest of the games balance. I want the game to be hard but silly unavoidable deaths like that are not cool I agree. Thanks for feedback.
*edit* Removed teleport traps and pit traps from the last levels in latest update. I don't like the idea of people dying for such an uncontrollable reason in those levels. They are hellish enough as it is.
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getting swarmed as the necromancer is so annoying its basically instant death with no hope of survival at all unless you have a good scroll which allmost never drop for me
General roguelike wisdom (not even specific to this game) is you want to try to avoid getting swarmed in the first place. I understand that's tough in a lot of situations (I intentionally added situations like descending stairs and those exploding secret rooms). So you want to try to retreat as soon as you see a group, fall back to a narrow tunnel, throw a life spike on the strongest mob as you run and try to funnel them one by one.