Universal 100 Rogues (By Fusion Reactions)

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

  1. qxCharles

    qxCharles Active Member

    Apr 28, 2010
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    5 dollars seems to be a little expensive
     
  2. trystero

    trystero Well-Known Member

    Aug 11, 2009
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    Well...

    I don't know exactly what this thread has evolved into, but I will say that this game is surprisingly fun to play. Yes, it is still ( on 1.02 ) buggy and crashes, yet I have enjoyed dozens of runs without problems and I keep coming back to it. The combat feels oddly satisfying, the skill builds interesting enough to keep trying new ones and the randomness of it all keeps it pretty fresh. This is probably in my top 5 games in terms of time it has held my attention ( up there with Space Miner, Sword & Poker, Civ Revolutions & Catan ) even with the bugs.

    It also convinced me to buy Rogue Touch as before this came along, I wasn't sure I could enjoy a game that promised "near-certain death" of the character over and over... and over. Hoping the game sees some expanding beyond the additional classes ( though am looking forward to those as well ).
     
  3. starcat

    starcat Well-Known Member

    Feb 7, 2010
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    more items please..more monsters..more levels. more talents. less bugs = great game.
     
  4. smirnoffsky

    smirnoffsky Well-Known Member

    Feb 16, 2009
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    +1. I share the same sentiments... and no, I don't think you have to actually own the game for you to earn the right to freely express your thoughts here.

    At this point in time, that's all I I needed to know. Great effort guys!
     
  5. Flowbee Haircut

    Flowbee Haircut Active Member

    Mar 30, 2010
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    I'm willing to give the guys at Dinofarm Games a break. Creating a roguelike for your first game has to be a monumental challenge considering the variable nature of the genre. Roguelikes have traditionally gotten incrementally better through subsequent versions. You nerf x monster, make y item rarer, increase the length of z status ailment, etc.

    Hopefully 1.03 will be the stable foundation they can build a deeper, more complicated game on.
     
  6. SkyMuffin

    SkyMuffin Well-Known Member

    May 24, 2010
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    college student, ENG/WGS major
    Lexington, KY
    If you had even paid attention to the original Touch Arcade post about 100 Rogues, you would have seen that the developers were unaware of these bugs- they happened because of some last minute changes before the release, and the review copy that TA had was totally stable. There was no secret conspiracy to get everyone to beta test the game before it was done- it was done but some things went awry. The devs have been completely responsive to this issue and have apologized for the inconvenience multiple times. It's also a very small team of only a few people. These factors, coupled with one of the coders recently changing apartments and just the slowness of the app approval process, is why it has dragged on like it has for so long. It isn't any purposeful maliciousness on the part of the creators of this game.

    As for some of the complaints about 100 Rogues not being complicated enough...The Roguelike genre has morphed and expanded quite a lot in recent years. Consider the simplified, but still challenging Shiren the Wanderer, which offers hardly any customizations but focuses more on the gameplay, risk vs. reward, and items. Or consider Desktop Dungeons, a coffe-break roguelike which is almost like a puzzle game. There are plenty of other forms ofr Roguelike, but they almost all share the permanent death and dungeon-crawl style. 100 Rogues does not want to be ADOM or Nethack, and so it isn't. Stop complaining because people are trying different things.
     
  7. Conan

    Conan Well-Known Member

    Jun 13, 2009
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    LOL I'm so pleased I never bought this game after all I read here.

    The point about bugs is that people that sells games on the appstore and have not big staff like gameloft to test their stuff, are usually selling their games cheaper. So when I see the price of this game and what it offers plus the bugs, I guess those people should have sold it maybe $1.99 but not $3.99. And the way some people are answering on this forum saying that you pay for a buggy game and you have to shut your mouth is intolerable. We are the customers, so we have all the rights to complain, that is the reason why I never bought PCs with sh.t Microsoft Windows but prefer Apple and their non buggy stuff.
    There's a hard market there and if you don't want to adapt you die so now it's up to you.

    And for my friend the administrator who deleted my last similar post 2 months ago, you can delete this one also if you want.
     
  8. starcat

    starcat Well-Known Member

    Feb 7, 2010
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    #1088 starcat, May 24, 2010
    Last edited: May 24, 2010
    i would almost be willing (almost) to forgive the bugs if the game had some depth to it.

    i just played it again. got to level 6. i opend a total of 24 chests. every single one had daggers and rocks. really? any "roguelike" game ive ever played has a huge assortment of weapons and armor / items to choose from. i can play the game 50 times and never see a ring drop. i suppose thats ok because i know its there.. and that might be acceptable if there wasnt 10 levels. if there was 500 levels then alright. thats cool.

    im tired of bad programming / design killing me than the game.

    seriously go back. look at some of the old games. you know what they have? SHOPS! so incase we get a huge streak of bad luck my god damn time wasnt wasted. i can go to the shop and at LEAST pick up a mace or a damn boomerang or something. not have to fight Skybabies or 5 rooms of skeletons with a dagger and robes. i think im just gonna start resetting the first level if i dont get an axe or sword because this seems to be the common theme of the game.. Roll the dice. didnt get a weapon? too bad yer dead.

    and i STILL have died trying to target something, and instead of targeting i move directly into 10 people. good job.

    please hire commander and make the hitboxes bigger or some directional controls. i cannot say this enough. hell i will buy the game AGAIN if you fix this.


    sorry .. lost my head there.. no.. no i wont buy the game again
     
  9. WesPaugh

    WesPaugh Well-Known Member

    May 5, 2010
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    The Software Developer, 100 Rogues
    Rochester, NY
    #1089 WesPaugh, May 24, 2010
    Last edited: May 24, 2010
    Two reasons for the number of items in the game, currently:

    1. Why do you need more? The idea behind different item types is having a balanced tradeoff and reasons to choose to use one over the other, *and* vice-versa. Daggers and swords are already a bit redundant, in my experience, since the consistent-damage vs. frequenter-crit doesn't seem all that significant in the end, to me. That Axes, Wands, and Bows all preclude the use of shields, though, makes for a very tough choice a lot of times.

    Diablo, among other games, uses the artificial restrictions of level the justify using certain weapons over others; that sword can only be wielded by someone at level X, so it makes sense that it's better, and this dagger I've had is now worthless. No decision-making, no consideration of tradeoffs required, one is invariably a better weapon than the other. Inventory management and equipment selection becomes a task of gameplay, an occasional distraction from more stabbing. Not a bad thing, but also not a thing we wanted in 100 Rogues.

    Finally, just as there needs to exist some tradeoffs among the weapons, this tradeoff can't really lead to too specialized a use for a given item. Many games offer elemental damage types and resistances, so that when you come across the ice troll at level 16 you've found and saved a fire weapon, just in case. That sort of preparedness is something we weren't attempting with this game, and left the formula at magic resistance and armor, for now, with specialties existing in many places so that each encounter you're more likely to be prepared for, no matter what loot you've come across previously. Instead of smartness with loot, 100 Rogues emphasizes smartness with skills, both the Rogues' and the Monsters'.

    2. If you don't really need more, why make more? To really drive a new item as more than just a re-skin, you need art, "and engineering that prevents said art from crashing the game", the developer added, tongue staunchly rooted in cheek. Sure, we could have slapped together a sword variant and called it a polearm, but if it still looked like you were swinging a sword, would it have felt satisfying? Wouldn't you see the polearm, equip the polearm, envision the crusader righeously munking out and cracking some unsuspecting bandit skulls with the polearm, only to attack and see the same sword-swing and let out a crestfallen sigh?


    And yeah, nethack has had a good, what, 20 years on us? We're not stopping yet!
     
  10. starcat

    starcat Well-Known Member

    Feb 7, 2010
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    i understand this. however. the problem is the game is way too short AND there are far too many of the same item in the game . and this quickly. and i do mean quickly becomes boring. i have only made it to level 6 and 9 times out of 10 either the game crashes or i always die because i get no weapons or armor along the way.

    fighting off a bunch of monsters with a dagger. basically its like a long drawn out reset button. my favorite way to die is getting zero food in 5 levels and i starve to death.

    i understand the engineering part. the game needs a MASSAVE weapon upgrade . i think the overall engine is very good and fun to play.

    if i were designing this game. i would have added some Claws .which you can make the choice to dual wield or at least put a talent point into it. i would have made separate enchants for each type. I.e. enchant of Magic silencing or enchantment of Vampirism or enchant of crit etc..

    i woulda added magic claws, a rocket launcher like those cheap ass robots have, information gathering items such as Items that let you see Hit points or stats on each enemy as you fight them. or weaknesses etc.

    i defiantly couldn't let this game out in public with this few of weapons though.

    i understand what your saying about Diablo and the level restrictions..but at least diablo actually has weapons. ive come across 419 daggers and like 2 axes. and the ONE time i get like a +3 axe of magic. game crashes. awesome.

    different does not have to mean better.. could have easally made a shield with a spike on the end.. or boomerangs have a chance to return to you causing double damage both ways or something. ANYTHING. it just seems like you guys arent really trying to hard in the idea department as far as weapons goes.

    and im not sayin this to be rude. this is just a paying customer / guy who makes games himself from 1 guy to another. i love the engine. hate the bugs. dissapointed with the variety of items which im sure will go up eventually.

    and btw im not the only one who stressed the "gimmie more items damnit" thing.

    more items = massave more gameplay.

    imagine if there was a 2% chance to get a random awesome item like a Green lantern ring. or just something random. i'd play the game for MUCH longer and enjoy it hoping i get a super amzing ultra rare drop

    hell maybe even finding this item can open up a new class..something to think about.

    like i said before.. i definantly think the ENGINE is pretty damn good. and i can see the potential. but seeing and executing are 2 different things as you know.

    i really think you will have amazing support and supremacy over the app store with a few simple tweaks.

    More is better. more more more. more = replay value = happy customer. i dont mean Flooded. i just mean more.

    more levels. bigger levels. someone said above the game ends when it feels like it just started. i cant agree more. each zone feels like a newbie zone in a Mud and just when you get the hang of it its like the next level kicks you in the nutts.

    if the levels are bigger then it would scale better.

    more items = more weapon combinations = more things to try = replay value = more customers.

    think of it like the old games from 20+ years ago that people still play. because of the near endless combinations of weapons.

    Ooo i got 2 gloves of the Gargoyle. chance to stun on each hit! lemme see if i can go through the game and paralyze everyone!

    or oOoo i got armor of the werewolf. random chance to turn into a werewolf.

    and ZOMG i just got armor gloves of Crit. since when i turn into a werewolf i do double damage my crit will be amazing!

    thats the kind of game i would pay like 9.99 for with the 100 rogues engine. not something bland. choices..options.. gimmicks.. quirks. character. flavor.

    and i hate throwing out ideas for free like this but its just frustrating.
     
  11. Tommi654

    Tommi654 Well-Known Member

    Aug 2, 2009
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    :cool: I love this game but this definitely sounds cool! Some special items like this really make every rpg better! I remember a cape in the original baldur's gate that turned me into an wolf... that was cool.

    PS: i don't experience the amount of crashes like some of you... since version 1.02 i maybe played 50 games and it crashed like 5 times at all... and i was always able to continue. 2 or 3 times when killing a red rat and 2 or 3 times when i died so i wasn't able to save my highscore.

    But i do think i found another small bug. After continuing a saved game my dagger of vampires stopped working... meaning i didn't get the health on each hit... it just behaved like a normal dagger after continuing.

    besides these small issues i'm one of the happy customers.
     
  12. WesPaugh

    WesPaugh Well-Known Member

    May 5, 2010
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    The Software Developer, 100 Rogues
    Rochester, NY
    #1092 WesPaugh, May 24, 2010
    Last edited: May 24, 2010
    Possible, planned, planned, spitballed, planned, etc. We've definitely not had idea shortages, it's just the matter of what does the game need most right now? Should magic claws be worse than a sword of magic since the magic modifier is less common? Should we just make the magic modifier more common?

    If we've already got weapons to cover the various specialized cases that arise for bypassing armor penetration or magic resistance, why add more that aren't fundamentally different?

    We've been operating all along with the goal of doing as little as possible as many times as possible. For example, there may only be one a handful of potions in the game, but they each have multiple uses. Energy potions can be drank, drank at full health, or thrown for different effect. 3 different engineering structures in one item rather than 1 structure in 3 essentially cloned items.

    The next logical step in applying this approach would be what you suggested, adding new classes of items. Unidentified items, cursed items, sticky items, etc., is on of the next areas we're looking to move into, which will both enlargify the current pool of weapons and robusticize the existing weapons, hopefully without making the cost-of-entry any higher for those unfamiliar with roguelikes / rpgs in terms of learning curve, another long-standing development goal for us, which actually made a small number of weapons with easily understood modifications (+1, +2, ...) an specifically intended feature rather than effort reduction.
     
  13. WesPaugh

    WesPaugh Well-Known Member

    May 5, 2010
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    The Software Developer, 100 Rogues
    Rochester, NY
    #1093 WesPaugh, May 24, 2010
    Last edited: May 24, 2010
    We've got a class planned, the Dinoman Bruiser, who will be able to turn into a dinosaur for a brief period of time, and I'm the kind of developer that can't just do something like that to cover one case. If you can do it once, find a way to easily do it in 3 different places, too, (see also: assassin teleport, gypsy teleswap, scroll of unholy fires) so who knows? It's a good thing I'll keep in mind when the time's right.
    If it happens again, unequip and reequip it and it will start working again.
     
  14. Khamous

    Khamous Well-Known Member

    Aug 15, 2009
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    If your ideas of weapons arent fundamentally different of what you've implemented, make them fundamentally different. Who is here to say you can't dig a hole in the ground with the claws, or, as you use them more freely, do less damage but you have a greater chance to counter, or hit a specific spot in the enemies. You said it yourself, the ideas are not running short, use them. Make a huuuge sword (Cloud style) make it always crit but lower accuracy. Pretty much give MORE options for people to play really different.

    As for the potions I posted some potions you could add (which was replied with a "we already though of some of that") so... all that is left is the implementation, the critical, and essential jump from the "oh, ofc we've though of that :cool:" to the actual "here it is!".
     
  15. WesPaugh

    WesPaugh Well-Known Member

    May 5, 2010
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    The Software Developer, 100 Rogues
    Rochester, NY
    #1095 WesPaugh, May 24, 2010
    Last edited: May 24, 2010
    Sure, we'll definitely be adding stuff, and adding stuff that qualitatively enhances the design, when our time and resources allow it. They just take a bit longer to make, unfortunately.
     
  16. starcat

    starcat Well-Known Member

    Feb 7, 2010
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    i think you are overthinking it. fun = buyers. less is more...ok great. sometimes it is sometimes it isnt. in a rogue game such as this less definantly is not more because the First thing i thought when i bought this game was man i wonder what kind of insane weapons ill get. imagine my dissapointment when i see dagger....axe....buckler.. +1 dagger.. i was like wtf wheres my +3 broadsword of Tiger summoning or Staff of Golem protection.

    im pretty sure most people play rogue likes to see how many crazy combos you can get . and in a random generated dungeon its not hard to regulate what drops. drops can EASALLY be regulated to certain levels or have a treasure chest guarded by a boss with x % of dropping Y loot.

    thats another thing that bugs me.. the genie. wtf? i kill him and i get nothing for my trouble other than depleating my resources. bosses should be rewarding not punishment especally since were forced to fight him.

    how hard is it to Program him to say something like "You beat me. i shall grant you a wish" and you can chose "+1 to armor + 1 to weapon or +random

    and randomly choose from some options.

    Random 1-6
    1-+2 to weapon
    2- room full of random chests
    3- omega super rare item 1% chance.
    4- room full of monsters
    5- +2 to armor
    6- +1 talent point

    there. games already more fun. and i have something to look forward to.

    if i dont have something to look forward to why should i play the game? right now its an absolute chore to play the game. every time i pick up my ipad im light sigh.. lets see if i can get a weapon that doesnt suck on the first 2 levels. that is not how yer customers should feel.

    the theory that Less is more on a rogue like will leave yer customers isolated .

    im not trying to question your vision. i just wonder if Less is more is an appropriate assessment for a rogue genre.

    . i wish we could take a poll.. me personally i want as many rediculous weapons as you can cram into the game so i can go through the game 900 different ways with each class and talk about it 10 years from now and be like dude you gotta try 100 rogues.

    i got this Spirit armor that when i died it turned me into a ghost and i could go around possessing people and use their abilities it was awesome!

    or "Man i got this sick sword of the elements that Randomly summoned a Lightning bolt at the enemy or a Whirlwind to follow me around and protect me!

    or a flute item that charms some creature and hes on my side now. permiantly.
     
  17. starcat

    starcat Well-Known Member

    Feb 7, 2010
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    yea dude. apperantly they thought of everything. so im gonna stop trying to help. im going to ruin half the stuff in my game im working on for the ipad/phone. every developer is supposed to say "were not short on ideas..we've already thought of that"

    if they really already thought of that then there wouldnt be 6 items in the game"
     
  18. WesPaugh

    WesPaugh Well-Known Member

    May 5, 2010
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    The Software Developer, 100 Rogues
    Rochester, NY
    "and i hate throwing out ideas for free like this but its just frustrating."

    Between this and people calling themselves beta testers, you all must think we're treating you like workhorses rather than players :-/

    We sincerely appreciate new ideas from people, so if I gave off the impression that we don't care what you think, then I'm sorry.

    When weaknesses in 100 Rogue's design are identified by players, I will attempt to reassure you of our design intention, understand your perspectives, and resolve both with an elegant solution. In this case, I understand that you want more, and we want to give you more, but I hope to convince you that the current set of items is not the result of laziness.

    It would have been only too easy for us to add weapons that stun or poison and have weird names with different stats in to the game; in fact many such items do exist in the game with exceeding low drop rates or hidden conditions in which they work, the goal being that you'll continue finding new things and new ways to use things that haven't been seen before months down the road.

    There's not much else I can say about releasing the number of items that we did; we feel they cover the required encounters that exist within the game and that they provide enough opportunities for learning and discovering to be worthy of releasing a roguelike. When we add items down the road, they will complement the introduction of a new system like unidentified items or to facilitate a new system like locked doors or combat aptitudes. Should we have waited until we had more? I can't speak for everyone, but if you spend $5 now and eventually get more items as you want or wait 6 months to spend $5 when there's more stuff, all the difference is that you'll have not had a game for 6 months.
     
  19. starcat

    starcat Well-Known Member

    Feb 7, 2010
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    i know what your saying. and bottom line is the less options i have. the quicker i move on to another game. thats as plain as i can make it.

    once i beat satan (the only thing i have to look forward to atm) ill do it on the wizard.. i might try 1 or 2 different builds. but inherently the items will all be the same with 1 or 2 exceptions. thats all im saying. the replay value atm bugs aside is very low for this type of game. i love the graphics and the engine its just lackluster once you get to where you've gone. thats all im gonna say because now im just repeating myself
     
  20. WesPaugh

    WesPaugh Well-Known Member

    May 5, 2010
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    The Software Developer, 100 Rogues
    Rochester, NY
    Hm, sorry to hear that, then. I hope you at least keep an eye out for our updates from time to time (and maybe recommend us to your friends ^_^).
     

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