I can't wait to grab this at 11, I am also a big fan of rogue likes with some level of progression, so I'm very excited for this one.
The slot machine combat mechanic is what excites/intrigues me most about this game. There are already plenty of roguelikes with more traditional (and I'd argue less engaging, more passive) combat aspects. I'm glad the developer went for something different and can't wait to play.
Controls are tap direction to move in that direction for each of the four cardinal directions or hold finger for continuous movement. Is good. Four save slots.
One thing too that I got asked privately that I wanted to share: All characters slots share the same runes so don't worry about scribing your early adopter intermediate rune right off the bat: it will remain active even if your first character dies for all your future characters. The "?" at the bottom right of the scribing runes screen explains how it works.
So does this mean that basicly we could get four runes right off the bat if we wanted to start four characters right off the bat. Edit: P.S. Thanks for answering my question undeadcow!
Wow Dominic, your game has got a lot of hype in only a single day, I'm glad for you Will buy it once it will be available on the canadian App Store, looks really nice Congrats with the release!
Funny. My first notion upon reading the description was "finally a Rougelike with combat mechanics that involve more than gently nudging my enemes over and over" I haven't really understood how the slot system works, and will probably regret those words if it turns out to be entirely random. But from undeadcow's description, it would seem that there is tactical choice involved. That would be something. Awe-something. This could the be rougelike of choice until we've finally badgered and hounded (and other metaphors that involve annoying animalistic behaviour) Gaslamp into porting Dungeons of Dredmor to iOS. (Which, incidentally, is kinda close to the ultimate rougelike. For you roguelikelikers out there, forgive your PC/Mac for being stationary this one last time, and go play Dredmor until you can never again stand the sight of the word "diggle".)
That has to be one of the most clever turns of phrase I have seen in a while... That said, this looks like a winner for me, but count me among those that are a bit unsure about the slot mechanism... not against, just not entirely for... yet. DBC
I'm really curious to see how people find the slot mechanics. I think it's well done and requires careful management as you advance. Looking forward to more impressions. By the way, I think Dungeon Plunder has one of the most elaborate Game Center setups I've every seen with 8 unique leader boards and 40 achievements; 15 acheivements are class specific (5 each class).
Game Impressions This is pretty good fun. One of those rare cases where for mine the game both looks and plays better on the smaller screen: the graphics are the kind that begin to look a bit garish the closer you get to them, and the reels really shouldn't be taking up the whole screen on the iPad. Movement, likewise, can be achieved by just selecting with your finger on the iPhone, while on the iPad requires moving your whole arm. Not a huge issue by any means, but worth mentioning because I initially tried the game on the iPad and my immediate impression was "this is a bit awkward and ugly." On the iPhone I had no such thoughts. There are occasional minor grammar issues with text, and the presentation in general feels a bit on the cheap side, but that's about the extent of negatives. When you begin to play, it quickly becomes apparent that a good deal of care and attention to detail has gone into the project. The combat system is thoughtful. The difference between character classes is subtle but feels rooted in logic. As for the reels mechanic itself, it's basically a slot machine crossed with video poker. It works exactly how you'd expect it to, allowing you to apply a degree of strategy into a system where the determining factor remains chance. I'm having a good time overall. It remains to be seen how much depth there will be after progressing through the first few levels, and whether there'll be a hook to keep me coming back, but it's looking promising so far.
I'm only getting this if Gabrien plays the entire game and expresses it in this thread that he is totally satisfied with the experience and has a healthy afterglow of a game well enjoyed Anything less and I'm not biting
I'm tempted and willing to overlook the slot machine stuff if it's a good enough roguelike but think I get some of the basic objection. Most good roguelikes keep all movement and combat on a single screen, no popping off ala most JRPGs to some separate battle screen. I mean in this system clearly each encounter will have to be handled individually off map as it clearly can't get into tactical stuff like drawing multiple baddies into a single area of effect attack or the releif of breaking out of a swarm into a doorway to take them on one at a time.
I don't know if it exactly fits the "classical" definition(s) of a rogue-like but it's fun for what it is.