Universal 100 Rogues (By Fusion Reactions)

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

  1. casualty

    casualty Well-Known Member

    Mar 24, 2010
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    Yeah, I'm looking forward to that "Shoot" button myself... just wondering how they will implement it? I mean, because the wizard shoots all the time, it cant be too many button presses... hmmmm....
     
  2. starcat

    starcat Well-Known Member

    Feb 7, 2010
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    im a big fan of the game. im not a big fan of the process.. i dont understand why developers dont hire experienced game testers to test this crap out. that woulda been IMMIDIATELY one of my first squeels. i woulda said ok. this mechanic has GOT to be changed because its annoying as hell when 1 move can end the game for you and its compleatly an accident.

    ive found so many bugs that arent even listed. but then again im used to bug hunting. i just wish they woulda hired more experienced game testers
     
  3. nineworks

    nineworks Member

    Feb 25, 2010
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  4. tfobf

    tfobf Active Member

    Nov 1, 2009
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    bulding cpmputers
    canada
    Something this link doesn't show you (only true Satan defeaters will know this). It says "THE END" as the final thing after the credits, and there are 2 stick figures on each side, one of the fairy and one of the crusader. I'm guessing these are pre-alpha graphics or something, very cute :)
     
  5. nineworks

    nineworks Member

    Feb 25, 2010
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    Try the link again, I missed that image and added now. X)
     
  6. jsrco

    jsrco Well-Known Member
    Patreon Silver

    Oct 15, 2009
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    Seattle
    there are still a good number that are on the beta forums that TA forums haven't touched as well. I am glad they released early so they could feed themselves to complete making the game. But I really wished some of the stuff got fixed.


    Wes / Keith - I want my wand target button! I am gonna be like the paper boy from "Better Off Dead"
     
  7. parranoya

    parranoya Well-Known Member

    Nov 16, 2008
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    The thing I get paid for
    CANADIA
    Holly cow! I have had <50 games and I have not even made it to satan. The freeking skeletons that keep on poping back up just bash the snot out of me. I thought I had the games number when I whooped the Genie...but then it got pretty tough for me...even throwing all my extra gear as guys appear.
     
  8. olio

    olio Well-Known Member

    May 5, 2010
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    I found it funny :)
     
  9. olio

    olio Well-Known Member

    May 5, 2010
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    #849 olio, May 11, 2010
    Last edited: May 11, 2010
    I'm baffled. Why? Why should every game be fair to the player? Why should every game be winnable? Because you want it that way? Because you want to know that you made a mistake and could've played better? Because you want a game where you know that "ok, now I'm at the peak of my skill and I'll beat this game every time I start it"? Why is it so hard to accept that sometimes you just have no chance?

    Heh, now it'd be a good time for a developer to chime in and say "yes, it's possible to win every time. Really. >_>" :)
     
  10. bluewomble88

    bluewomble88 Well-Known Member

    Nov 8, 2009
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    Because that makes it pointless. It would be like playing the lottery with the numbers 46 and 49 in your chosen six but HQ only drawing from balls 1 to 30.
     
  11. Cilo

    Cilo Well-Known Member

    Feb 2, 2010
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    #851 Cilo, May 11, 2010
    Last edited: May 11, 2010
    Rofl, this whole thread has gone to some weird flame war bs. Kind of like the Eliminate thread only more laughable.

    And in that example I mean just the image of people squinting down swiping a touch device with a demeanor of arrogance is pretty damn funny.
     
  12. olio

    olio Well-Known Member

    May 5, 2010
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    #852 olio, May 11, 2010
    Last edited: May 11, 2010
    It's pointless if you want to reach the goal every time. It's not pointless if you just want to enjoy the journey. Your lottery example doesn't quite sit in with the rogue-like games I'm used to play.

    I don't know, I think I find the rogue-like games fascinating because in a way they resemble life - it's not fair all the time. And yes, I do have one, where I squint down with my touch device, swiping away arrogantly ;)
     
  13. Gabrien

    Gabrien Well-Known Member

    Nov 24, 2009
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    Agree completely. And therein lies the difference between people who get games like this and people who don't. Which is perfectly fine. 99% of games out there cater to the latter. But when the latter come in and try to change the 1% that actually caters to the folks who are in it for the journey, to their liking, I hope it's understandable why they are met with a somewhat hostile response.
     
  14. WesPaugh

    WesPaugh Well-Known Member

    May 5, 2010
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    The Software Developer, 100 Rogues
    Rochester, NY
    Two dollars?
     
  15. tfobf

    tfobf Active Member

    Nov 1, 2009
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    You assume too much. I've never come close to finishing nethack, so don't tell me about the journey. In nethack its hard but you have options. The journey is fun because you get to explore those options in clever ways to progress in the game. In this game if there's not enough food spawned that's it, you lose. In nethack you have to take calculated risks, eat the unknown corpse or hope for a yummy slime mold around the corner?

    Believe me I appreciate and love the journey, in this game there is no "journey" it's simply a hard slog through the same thing over and over until the stars align for you. There's no especially interesting "hey lets talk about this cool thing that happened to me" stories because chances are your experience is the same as everyone else's because despite appearances this is a very very linear game.

    Imagine a scenario, in both games you've reached a "do or die" moment. In nethack you have options available to you that the outcome is unknown. It's a risk/reward scenario and the surprising results become what's known as a "fun adventure". In 100 Rogues you know what is going to happen every time, there are no times where you "just tried something and holy crap it worked and I survived".

    Until 100 Rogues can deliver some of these experiences it will remain merely on the precipice of being something good.
     
  16. jsrco

    jsrco Well-Known Member
    Patreon Silver

    Oct 15, 2009
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    Bingo
     
  17. WesPaugh

    WesPaugh Well-Known Member

    May 5, 2010
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    The Software Developer, 100 Rogues
    Rochester, NY
    100 Rogues has a different vocabulary for telling stories at this point. Most roguelikes do have unidentified items, a plethora of potion effects and items that have negative effects, occasionally. These are all planned for the future of 100 Rogues at some point.

    Where 100 Rogues deviated slightly from the classic roguelike forumula was in placing emphasis on the variety and number of monsters you face. In other games, there's usually a ranged attacker, a melee attacker, a slime mold, a super high hp monster, a super high damage monster, etc., and you'll face them in turn and in small numbers.

    A story in many roguelikes might be, "I was running low on health, and my best weapon just had broke and, of course, the next corner I turned had a troll waiting for me. All I had was a brown potion. No options, right? I drank it, and {luckily it brought me back to enough health to survive the fight | it poisoned me and I just died even faster | I turned into a rat and slipped away unnoticed}.

    The goal with 100 Rogues was to use fireballs, teleport abilities, AoE rockets, etc., to tell more stories like these: "I was running low on health, but I had just enough energy for 1 teleport. Now, I have the point in Aura Siphon, so I can backstab that Black Bandit and maybe get enough back for a cast of Purify. Damn, I've got enough energy now, but there's way more in this room than I expected. There's another hallway over there, maybe I can make it out before taking much damage. Agh! That Gypsy just teleswapped me back in the middle of everyone. Aha! But, I'm positioned nicely for another backstab. Hm, not quite enough to kill it, maybe -HAHAHA, the gypsy that teleswapped me finished him off accidentally! I'll move over behind that other guy so she'll maybe start hitting him, too!"

    Ok, that went a little long, but hopefully you get the idea. It's more a game of using the skills you have and your knowledge of how monsters behave than the odds that the potion you've hung on to all along will be your one saving grace.

    That said, we appreciate the extra depth and risk that the item complexity of more traditional roguelikes provides, and that's one of the content updates we're looking into for an early update. It just hasn't been a priority over the skill complexity.
     
  18. Tommi654

    Tommi654 Well-Known Member

    Aug 2, 2009
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    nooooooooooooooooooooooooooooooooooooooooooo

    good news for satan :)
     
  19. fu5e

    fu5e Active Member

    Apr 8, 2010
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    I would like to listen to my itunes playslists in game but couldnt seem to make it work, can this please be added if it's not possible now?
     
  20. CommanderData

    CommanderData Well-Known Member
    Patreon Indie

    How's the optimization battle working out Wes?

    Haven't heard any questions (or actually anything, good or bad) from you on the subject so I thought I'd just come right out and ask! Do you have another round of memory and performance improvements almost ready to submit?

    Something tells me I'm not the only one that's curious! ;)
     

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