Universal 100 Rogues (By Fusion Reactions)

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

  1. olio

    olio Well-Known Member

    May 5, 2010
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    I find it great that you can go with different skills and all the skill options are always available at the start of the game. Maybe people get more adventurous and find the courage to try different skills after they have played bit more, thus starting to think bit outside the "these skills are always best" box :)
     
  2. WesPaugh

    WesPaugh Well-Known Member

    May 5, 2010
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    The Software Developer, 100 Rogues
    Rochester, NY
    Maybe it was because I was developing it at the time, but back in January and within the space of a week I both fixed a bug that was completely breaking Weapon Focus and enforced Heavy Armaments with the addition of Plate, Axes, etc. For a long time, I never deviated from that skill track in playing, thinking it was best to plan for the potential drop of items to support the skills.

    Then, on a whim about a month later, I tried putting my first point in faith and had a significantly different experience. I didn't exactly live longer, but it felt like I was playing better.

    Are either ideal strategies? Doubtful. I suck at this game. (shameless plug: check out the 100 Rogues website or the NoDPad website for a great strategy guide).

    Maybe you are playing perfectly with the skills you've chosen. But part of roguelikes is to, even after years of playing, change up your strategy and see what happens.



    Development updates: The past week has mostly been infrastructure, a few bug fixes, etc. OS 4.0 is becoming something of a priority for us. I expect an update should go to Apple either today or tomorrow, hopefully to be out by the weekend, with an extra bell and maybe even a whistle for you all to check out. ;)
     
  3. JGeldhof

    JGeldhof Well-Known Member

    May 26, 2010
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    Comic Artist / Illustrator
    Kent, Ohio
    Great news, but Dudes, it's a holiday weekend! Get out and have some fun.:)
     
  4. starcat

    starcat Well-Known Member

    Feb 7, 2010
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    i know ive said this tons of times but i just keep encountering bug..after bug..after bug.. new bugs. ive taken screen shots.

    i put 3 points into healing and now i can heal myself for 3 times my life.. i actually have102/44 life.

    i teleport into doorways or walls. i keep fighting enemies that stack on top of each other wich crash the game.

    and keith to one of my posts said "this isnt a game about items" and i think thats part of the problem for me.

    every time i play this game i think holy crap i'd love more / cooler / better super omega items.. i think this IS a game about items because yer not going to get to satan and kill him with a dagger.

    now i cant force the designer to impliment a ton of awesome items with effects. but lets look at Castlevania Symphony of the night.

    the game by itself is frigging Legendary. you can turn into all kinds of stuff. upgrades up the ass. and a huge Library of items.

    but once you beat the game you go into holy shit mode and now you have to beat the game again in an upside down castle. and the items just get crazier and crazier and crazier. i mean there is NO END to how amazing the items get. some are compelatly useless and random but its SO FUN playing them. shield rod? that one weapon gives me 10 different ways to go through the game.. or the almighty crissagrim. or how about the rune and heaven sword combo? there are THOUSANDS of ways to play castlevania and thats why even now it remains one of the best games on the ps1 and people still go apeshit over it.

    i can see 100 rogues being in that same league if they extend the levels a lot and do similar things.. not in a castlevania fashion but im just talking about the item implementation.
     
  5. smirnoffsky

    smirnoffsky Well-Known Member

    Feb 16, 2009
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    @ starcat

    Wait, isn't the healing skill supposed to "overheal" that much once you upgrade the skills to two or three ranks? Perhaps that must be the case, but I haven't tried upgrading more than one rank myself.
     
  6. jsrco

    jsrco Well-Known Member
    Patreon Silver

    Oct 15, 2009
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    Coordinator
    Seattle
    I kind of like the simplicity of the items. If you added to much it would convulute the game play. SotN this worked becuase the game was huge. This game can be played in 15 minutes.

    *edit* and ya I think it is supposed to over heal like that. Works great for boss fights. Its even how you beat one of the challenges.
     
  7. smirnoffsky

    smirnoffsky Well-Known Member

    Feb 16, 2009
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    Great! Then it's time to change my skill investment plan! :D
     
  8. starcat

    starcat Well-Known Member

    Feb 7, 2010
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    ya .. no shit. whys it called heal then. should be called Temporary gain 500 Hp
     
  9. starcat

    starcat Well-Known Member

    Feb 7, 2010
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    you paid 5 dollars for a 15 minute game?

    i sure as hell didnt. and i dont think most people here did either. the devs had said they plan on extending the game a lot but thats one of the biggest complaints.

    look at final fantasy 1 and 2...huge games. people would be pissed if they paid for 15 minutes.
     
  10. JGeldhof

    JGeldhof Well-Known Member

    May 26, 2010
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    Comic Artist / Illustrator
    Kent, Ohio
    Uh, one run might last 15 minutes, but how many runs have you made? Figure that amount of playtime against your measly five bucks. :rolleyes:
     
  11. jsrco

    jsrco Well-Known Member
    Patreon Silver

    Oct 15, 2009
    2,134
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    Coordinator
    Seattle
    I have been playing this game since Feb because of beta. I have gotten more play time from a short $5 game than I do from larger titles on consoles. Its fun because it is simple and I can quickly get through a game and then try a different way the next run if I so choose. Plus there aren't many people who have even beaten the game.

    Yes they are extending the game play but they have also said that they are adding new items as well. It is still going to hold true though, becuase of the simplistic style of the game, if it gets to convoluted it will take away from at lot the fun that they game presents in its simplicity. Heck with the limited amount of items in this game, I still haven't found or seen all the drops that people are talking about.
     
  12. starcat

    starcat Well-Known Member

    Feb 7, 2010
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    its a 50/50 for me because i play the game so much because its so buggy and im bug hunting for wes.. i dont think i'd have played the game so much if i didnt encounter bugs all the time..
     
  13. Windburn

    Windburn Well-Known Member

    Aug 31, 2009
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    Melbourne, Australia
    #1273 Windburn, Jun 1, 2010
    Last edited: Jun 1, 2010
    Honestly...this is like the 1st or 2nd challenge in challenge mode.
    The whole point of challenge mode is to teach you advanced skills, and overheal is a meta-function of the normal heal (which you wouldn't discover except for experimentation or by playing the challenge mode).

    The meta ability of skills is an interesting addition and advanced strategy which is meant to be essentially 'stumbled across'. Why do games need to hold your hand through everything?

    Oh, and I see the same starcat is coming out of the woodwork again! We already KNOW (about 500 times over) how much you want that super omega alpha switchblade of eye gouging! And we already KNOW that you can only 'supposedly' play it for 15 minutes at a time (though I'm going to call HUGE over-exaggeration right there), despite the fact that others, to get anywhere near Satan, invest hours into the game.

    It's not constructive after the first 100 times. Change your tune please starcat, you saw Prab's post earlier!
     
  14. keithburgun

    keithburgun Well-Known Member

    Feb 18, 2010
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    Game Design, Author
    Westchester, NY
    Just a bit of news, the next update will have some goodies in it for ye.

    One of which is the GINGERBREAD MAN, who will partially alleviate your food problems. He has a 100% chance to drop "Gingerbread", an item which you can eat and get 35% belly restored, as well as some mana to boot.

    Some new Challenges are coming soon, as well as possibly another bonus starting-item for beating them...

    Meanwhile, Blake is chugging away on new monsters for the next World update, and I'm chugging away on new items. Just finished the WAR HAMMER!
     
  15. Caprone

    Caprone Well-Known Member

    Mar 31, 2010
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    The Gingerbread Man in more than welcome!
    Thx guys and keep up the good work!
     
  16. johndramey

    johndramey Active Member

    Feb 23, 2010
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    And this sounds totally, 100% awesome. Looking forward to it!
     
  17. WesPaugh

    WesPaugh Well-Known Member

    May 5, 2010
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    The Software Developer, 100 Rogues
    Rochester, NY
    Development update: the refactorings I mentioned earlier that will make new monsters much easier to make in the future are good to go for 1.04, along with the gingerbread man, but OS 4.0 and Xcode 3.2 are indeed being a real pain to adopt, specifically around the intro cutscene area.

    We've been meaning to revert to an in-engine version for quite some time, and it seems that now is truly the time to do it. It will delay 1.04 for, with any luck, just one more day, but you'll be able to download the update in about half the time without those enormous cutscenes, and have a much better looking intro when all is said and done.
     
  18. WesPaugh

    WesPaugh Well-Known Member

    May 5, 2010
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    The Software Developer, 100 Rogues
    Rochester, NY
    OK, after some really, *REALLY* annoying issues encountered investigating some concerns we've gotten from players regarding 100 Rogues and the OS 4.0 beta, 1.04 is Waiting for Review, and the App store update will read:

    New Content:
    The Gingerbread Man! Keep an eye out for this guy in the first half of each world, he can provide a filling and energizing windfall

    Balance Changes:
    The crusader's Heal spell no longer heals beyond max as effectively
    Magic Crystals set to only accept one skill point, with skill effects balanced accordingly
    Amafyst made more accurate, less damaging

    Bug Fixes
    Modest stability improvements
    Armor Enchantments now properly apply armor buff
    Martyrin' no longer occasionally unapplies twice for a single application, bringing armor negative
    Issues related to the intro cutscene have been alleviated (still relevant, even without 4.0 / 3.2-specific support)

    END

    Also, the name entry bug has been identified and removed, and as a band-aid to the ongoing high score woes, the update will pull scores from a clean high score server, so once you update you will see an empty board, while people that don't update will see the old data. It's definitely only a band-aid until a reset button can be created that works under high stress (tens of thousands of scores), but a much needed band aid.

    Oh, right, so redoing the intro cutscene in-engine will have to be my next task; the art assets weren't quite ready enough to take on that challenge for 1.04, sadly (recall the changeover in illustration style), so we're stuck with the movie implementation for another release.
     
  19. Chocolate

    Chocolate Well-Known Member

    Jan 10, 2010
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    Great news.

    Now let's wait as Apple moves in sloooooow motion to approve it. :mad:
     
  20. Khamous

    Khamous Well-Known Member

    Aug 15, 2009
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    Update news are always good news :D Keep up the good work! can't wait for more updates!
     

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