Universal 100 Rogues (By Fusion Reactions)

Discussion in 'iPhone and iPad Games' started by New England Gamer, May 4, 2010.

  1. theblackw0lf

    theblackw0lf Well-Known Member

    Feb 18, 2009
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    One criticism that I've heard that the devs might want to consider is that the items dropped aren't varied and interesting enough, and don't drop frequently enough.
     
  2. namethatworks

    namethatworks Member

    Jan 25, 2010
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    actually you can make the dpad invisible in #2 so your argument is invaild.
     
  3. Kosikutioner

    Kosikutioner Well-Known Member

    Jan 6, 2009
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    Just popped in the thread to see the progress regarding patching. I'm very curious about this game, I'd love to give it a try.

    Just wanted to weigh in on the 'its ok cause its indie' argument. What? That doesn't make sense at all. It doesn't seem like anyone wants these guys thrown under the bus or banned from selling the game, they want to try it out. And are hoping it gets fixed.

    It is ludicrous to give developers a free pass because they don't have a publisher. These guys are just as 'professional' as a team of guys working on a published game. They just work for themselves. I think more often than not, the Indie games are more polished and bug free because of generally smaller scopes.

    They don't expect to be able to release a buggy game to consumers, and consumers shouldn't have to accept it because the fanboys demand it. That's why the team is (obviously!) hard at work getting fixes out the door. They don't expect to not have to fix the game, but people shouldn't be expected to buy it prior to its being fixed in good faith either. (And I'm not implying the developers have suggested that)

    That's not how the world, and certainly not game development, works!

    I hope these guys can fix their game for both their benefit and ours. And I look forward to (maybe!) checking it out then.
     
  4. keithburgun

    keithburgun Well-Known Member

    Feb 18, 2010
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    Game Design, Author
    Westchester, NY
    #564 keithburgun, May 8, 2010
    Last edited: May 8, 2010
    Boys, boys! We're all on the same team, here. We all want a great game, and that's what we're going to give you. Apologies again for this latest patch; we were really rushing to get the fix out to you as soon as possible and something must have happened in the rush.


    We're going to be adding more items as we move along, expect sporadic item additions, once we get the bugs sorted out. In terms of dropping frequently enough, I respectfully disagree. I think by the time you're 4-5 levels into the game, you have seen plenty of items. It isn't Diablo where you hoard dozens of items for selling; there'd be no point in having more items in a game session.

    More variety; yes. More quantity; I don't think so, unless someone can make a convincing argument for it.
     
  5. Dienekes

    Dienekes Well-Known Member

    Mar 17, 2010
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    #565 Dienekes, May 8, 2010
    Last edited by a moderator: May 8, 2010
    There are a LOT of really lame people on here. This game is not unplayable. I just beat the genie and am still going strong. Look for Minerva on the my high scores tomorrow. Guess it is working alright for me.

    You paid the same price as a pack of smokes or a large coffee. Go clean out your couches if you are so concerned about paying 5 WHOLE dollars for an "unplayable" game.

    If it is not about money for you then be positive or stfu. These guys are busting thier ****** to make things right and I read post after post of pompous dweebs with no real contribution. Especially appalling is when those who did not even buy it chime in... Wow... These are the same people who love to bitch about the country but don't vote...

    Until the devs show that they are not trying 24/7 to make a bad situation into a good one you really should not complain... Unless you are a ******. Anyone who has even followed the development of this game at all knows it is a labor of love that will only get better as time passes. Give them a chance...

    People act like paying 5 bucks gives them the right to mess with somebody's living and their artistic vision and integrity. To me it is pretty lame to do that no matter how much you paid or what your expectations were. It just reeks of a lack intelligence...
     
  6. Tommi654

    Tommi654 Well-Known Member

    Aug 2, 2009
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    #566 Tommi654, May 8, 2010
    Last edited: May 8, 2010
    my short opinion:

    - the game is way more stable at version 1.0.1
    - when i save and restart the app after each level i don't get crashes
    - also my highscores are saved now
    - and the shields work brilliantly!

    - starving and dying from hunger is a huge part of roguelikes and should not be changed... if u don't have a life potion left u may also die...

    like some other people i just can't put the game aside till the bugs are gone! i just have to play this!

    minigore is a very bad comparison to this game... one member said it will never be worth its money and he is so right... it was hyped and buggy and updates are rare...

    another example for such a bad game is cozyquest... every new update in cozyquest brings new bugs to the surface and the developer talked about quitting his daytime job to get the things done but updates are rare and buggy...

    but for 100 rogues i'm really excited, because the bugs don't freak me out like on those other titles. it's already a great game!

    p.s.
    i don't like d-pads and i think the actual control scheme is great...
     
  7. Blake.Reynolds

    Blake.Reynolds Well-Known Member

    May 5, 2010
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    I think I'll weigh in here. This is a two-fold issue:

    1. Keith wanted a small number of items that had unique functions for gameplay, complimented each other, and didn't step on each other's toes. That's why you don't see "throwing knives" and "throwing stars". even if the functionality did differ beyond cosmetics, it would still be a marginal difference. It's like saying the pieces in tetris aren't varied or interesting enough.

    2. There WILL be more items, monsters(and monster functionality), spells and scrolls implemented as the game goes. In the next months, you will all be a part of a growing, living thing (it's in its awkard, acne-ridden phase right now, but it's glad you're going outside to play with it)
     
  8. helnwein

    helnwein New Member

    May 7, 2010
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    great <3
    1st: take a frank zappa breakfast with coffee&cigarette
    2nd: play 100 rogues
    3rd: no other plans =)
     
  9. Omega-F

    Omega-F Well-Known Member

    Aug 20, 2009
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    Graphic Designer
    USA WA
    This game looks really damn cool. Someone explain to me how the controls work before buying it!
     
  10. smirnoffsky

    smirnoffsky Well-Known Member

    Feb 16, 2009
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    Shit happens. That's life, guys. The devs are doing what they can, and it's more about damage control right now. I suggest people hold their horses and wait for things to normalize a bit. It's okay to criticize the game, as well as its somewhat improper release, but what's done is done. Let's just move on now and FOCUS on making this the game we all wanted, but never was. Remember the promo video?!

    Who ever said this was a perfect game? Technically, it is flawed, yes. But I personally believe that despite the flaws that stain the reputation of this game, it still has the potential for greatness. People are still playing and enjoying it for crying out loud! Let's try not to insult them by telling them they're all in denial. At this point in time, for those who already purchased 100R, it's either you could abandon the game, or help support and make it better.

    Again, let's all try to be constructive here :)
     
  11. your personal robot

    your personal robot Well-Known Member

    Nov 11, 2008
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    nonverbalist
    Berlin
    What is helping the devs more:
    To admit, it still crashes.
    Or to say, I love this game and to the rest of you: stfu ;)
     
  12. smirnoffsky

    smirnoffsky Well-Known Member

    Feb 16, 2009
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    You tap the four edges of the screen to move up down left right :) That's about it at the moment. It's all touch/tap controls.
     
  13. keithburgun

    keithburgun Well-Known Member

    Feb 18, 2010
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    Game Design, Author
    Westchester, NY
    #573 keithburgun, May 8, 2010
    Last edited: May 8, 2010
    Click in a direction to move there !

    Click on a monster to punch him !

    Click on an item to use it !


    (Not quite that simple, but that's the gist!)




    Both would be perfect! "The game crashes, but I love you!" =]
     
  14. your personal robot

    your personal robot Well-Known Member

    Nov 11, 2008
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    Berlin
    You don't have to touch the edges, you can start around your character, so it's like an invisible d-pad in the middle of the screen. I think, it a good solution.
     
  15. smirnoffsky

    smirnoffsky Well-Known Member

    Feb 16, 2009
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    Yeah I guess that's where the debate about utilizing a d-pad came in. Good call :)
     
  16. BeefJerky

    BeefJerky Well-Known Member

    Jun 4, 2009
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    The problem for me is that, if I'm using my thumb, all is fine going right or down. But going up or left, I'm now blind, with a thumb sitting right where I need to see.
     
  17. eev

    eev Well-Known Member

    Oct 26, 2009
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    Germany
    guys and girls, if u read CommanderData's post u should understand that there are some major problems with optimization and probably architecture of the game. Have u really expected that can be fixed with rushed patch?
     
  18. namethatworks

    namethatworks Member

    Jan 25, 2010
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    Then use both of your thumbs! you have two for a reason!
     
  19. casualty

    casualty Well-Known Member

    Mar 24, 2010
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    sI'm going to jump in a little late on the Items debate here... Now, I'm not going to complain if more items turn up or a bigger range of loot is available. Where it is now adds to some really interesting gameplay though. I've occasionally come across some pretty cool items: Armor that reflects damage, wands that inflict slowness, daggers that drain life, daggers that poison, bows that immobilize on critical hits... Now, that could be the full range of loot right there but throw in some stat boosting rings and a few scrolls of enchantment and it does give you a nice little tool kit for the release version.
    Now, the drop ratio of loot makes the game interesting - if I get a decent set of armor early or even a sword in the first couple of levels, it affects what skills I'm going to choose. If my fairy gets a Dagger of vampire I might choose Confuse over Purify. A decent set of leather armor means I can skip Humble for a bit with my Crusader. It's that depth which makes me happy with the set up at the moment.... but I'm not going to complain if more loot comes in! And the store is going to be great when it opens :D
     
  20. writingsama

    writingsama Well-Known Member

    Dec 4, 2008
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    OK guys,

    Here's the dilly-o. Programming is one of the most difficult intellectual vocations there are. This is part of why you see 95% of all software being shovelware. This holds even more true on the iPhone.

    The reason for that is that Apple wants you to use Objective C. They have their reasons, that may be good - but in the end, any non-Mac developers have to learn a "new language." It's mostly just different, but when you're talking about a .

    Then you're given an embedded platform with undefined behavior. Objective C uses "managed memory," which also means it's really hard to make sure it's not using TOO MUCH. The SDK puts you in a really walled garden, the language you've learned is partially crippled, and you're cut off from basic functions.

    Games come out with lots of bugs. Look at Solomon's Keep, for instance. But that's the best non-Roguelike-roguelike that I've ever played, esp. with 2.0 (which I am beta testing). And by non-roguelike-roguelike I mean it's sort of one, but that's beside the point.

    If you can't live with the bugs, then I am very sorry, please do your research, read the reviews, or wait to buy any new games. It is valid to complain, and to tell the developers; heck, you can even be angry, if they wiped out hard work. But please give an OUNCE of understanding that they're doing something INCREDIBLY difficult on a platform that only makes it MORE difficult to do right. You can't even do large scale beta testing; high-quality paid beta testers are out of the budget for many indie studios, and the number of devices limit is too for open betas! Remember how most PC/etc. games etc. don't even HAVE open betas? Well semi-open betas are basically the only way for an iphone game to be beta tested!

    If the devs are sticking around, fixing things, and being active and caring, then they are winners in my book.

    Rant over, now.
     

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