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I think the minion is actually @, but Red doesn't know the minion is @. That's why the minion always follows her around and why it is undead. And also why the minion is given so many chances from Death, because Death pities Red that her husband was killed.
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*claps*amazing game n gameplay n ai only thing is that we sould be able to fight moar kinds of enemies n moar items would be appreciated
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This is the best side scrolling Roguelike I've ever played! If you ever go mobile, bring it to Android! Even though it has a default action RPG mode, it still keeps the Roguelike feel. This is the only side-scrolling roguelike that I can say is a roguelike, not a roguelike-like. Only reason I gave you five stars is because I can't give you 6!
Thank you for wasting hours of my life! ...I swear I mean that in a good way...
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*tip* never EVER equip the balrog's face or your soul will be destroyed adn you'l lose all the portals and the items outside
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reading the log when you save is like a story; kobold punished by the minion
the minion tore out a kobold heart
welcome to level 2 rogue
rogue picked up kobold heart
rogue picked up rune of ?
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I think its a bit cheap to leave an exp grinder in the overworld, but come to think of it, why would anyone bother sitting there long enough to get to level 5 by hitting a little fan looking thing?
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I do like the 8 bit style, but I think a more fully fleshed version would really shine on Steam. The menu system can even work with consoles. I would totally do all the new art and port this to XNA myself... the game really deserves better than this tiny box on Kong.
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I assume the badges had the Time Rune as well, and warped off to somewhere five minutes before I started the game. Still love it though. C:
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-Chaos Dungeon breaks down-
-tries to return to the Dungeon through the portal-
Game: "Hey, I'm trying to tell a story here."
-Lols-
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at the start you attack the spining circle then when you level up you rise up right? jus keep press right youll land at the chest press up :)
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I play this all the time, but a downloaded version. very unique roguelike, and the menu system is bizarre but intuitive. NOICE
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I almost clicked away from this game thinking itd be stupid. I really like it though and i've been playing for about half an hour
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Very fun! I remember the classic rogue but playing it as a sidescroller just makes it even better! I played this with my brother over and over again and we cant put it down! We had some fun times using the bleed rune on eachother , very fun to control minion and rogue at the same time.
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Huzzah, finally won. The only thing I can say is that I really, really wish we got more runes of identify; I want to be able to make informed decisions and compare enemies, but when I'm getting, like, 3 or 4 runes of identify per trip, requiring one for every single wep type, enemy, and armor type, I'm never going to be able to ever even get close to filling out my lore section.
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very addictive game, but the minion AI is probably the most annoying part of it. he constantly dives down pits when we walk over them, and sometimes sits on a higher platform while i fight an enemy below. the pit problem is exacerbated by the fact that he sometimes walks in front of you, which can be useful if you're low on health, but also leads to more wandering and falling into pits on his part. he also has problems with pathfinding when he's separated, mostly because he doesn't treat walls that dissolve when you walk into them as solid, so he falls into pits and is trapped by walls/floor tiles that lead down the pit or to a ladder.
i know that these problems can sometimes be solved by summoning the minion back, but he can sometimes go right back to where he was, into a pit or up a ladder. also, these problems occasionally happen when there's an enemy in sight, and that wastes valuable knife-throwing or bow-shooting seconds.
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the minion should treat disappearing walls as solid, since he can't open them himself and can get stuck. the enemies also have this problem, often trying to flee into a corridor and being blocked by seemingly solid walls, and getting backstabbed well before the wall opens. this may be technologically difficult, but it might be possible if you give enemies a separate map that has the capacity to accept that walls have disappeared. this would allow them to think a wall is solid and escape in a different direction, then come back later and learn that an escape path has opened. if that isn't possible, it might be good to give at least the enemies, if not the minion, maps that have all the disappearing walls as solid, so they won't run into dead ends the first time you chase them.
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the minion should only attempt to lead in horizontal directions, and should NOT choose to go up or down ladders or pits unless you lead him there or you're separated and it's a quicker way to get back to you. also, for combat reasons, he should attempt to get on the same level as you immediately if you're on a higher level, even if you have to stand together on the same square of the map, and if he's above you he should attempt to get Directly above you and Then jump down to your level, so that if you're fighting an enemy he'll stun it. of course, pathfinding should override these rules if he's separated by more than about 4-8 squares and there isn't a line of sight to you (meaning he's separated and his knife throw won't connect with an enemy) or he's more than one platform above you, in which case the stun advantage isn't as valuable as getting back to you.