• Tag Archives Roguelike
  • Book of DEMONS & Some Other Games

    Book of Demons is a hack & slash game with some minor roguelike elements modeled on the first Diablo. One greatly simplified into a mobile game format where you walk along rails while clicking on anything in your ‘light radius’ to interact with it, while equipment/skills are represented by upgradable cards that you can assign to unlockable action bar slots.

    Despite its simplicity and lack of depth (leveling up gives a choice between +1 Health or +1 Mana), it ends up a pretty fun diversion in the vein of Candy Crush for when you have a few minutes to kill. Not sure what sort of longevity it’ll have though since the levels are so far are all pretty similar (up to the Cook quest boss) with the abilities of various enemies occasionally crossing over into ‘bullshit’ territory.

    As for the titular “other games”:

    • Sword Legacy: omen – I installed this ages ago, played the first battle or two, and then put it aside out of general disinterest. I can safely say now that I have no intention of ever touching it again.
    • MONSTER HUNTER: WORLD – Got through the opening, messed around in the training area for a while… and then promptly uninstalled when I discovered all the hunts have time limits.
    • The: QUEST – A game styled after classic first-person RPGs (think Might & Magic X: Legacy), it felt to me both empty and overpopulated. Leave town and there’s a whole bunch of nothing in every direction, yet there’s also an inexplicably large number of scantily-clad archers waiting to kill you. There’s just a pervading sense of unease about the whole affair.
    • DEEP SKY DERELICTS – After spending a minute or two wandering around the first ship finding a whole lot of nothing, I ran into a battle. There I discovered that every action you take in combat reduces your Energy level (run out of Energy and you die; moving also costs energy). I have no interest whatsoever in dealing with such severe resource management bullshit.
    • Celestian Tales: OLD NORTH – The characterizations are all pretty painful and the visuals are notably lackluster.

  • Children of MORTA

    A roguelike with actual (albeit heavily sentimental) plot/character development along with gameplay quite similar to Diablo‘s, Children of Morta expects you to run through the same semi-randomized levels multiple times with different characters hacking and slashing through hoards of enemies.

    In addition to standard unlockable upgrades such as increased drop rates, stat boosts, and additional playable characters, the game also features specialized universal buffs that automatically unlock as a character spends skill points. I presume this is to make it less of an annoyance that you can’t just play one character exclusively (your maximum health takes a major hit if you use the same character 3+ times in a row). This results in something of a middle ground where you have to grind to progress, but the variety in the characters’ playstyles makes it less onerous than it would otherwise be.

    As mentioned the gameplay is like Diablo’s, just somewhat compressed (and lacking an equipment system). One key difference that greatly affects the difficulty is that health potions here are both far less effective and completely random; sometimes you get 3-4 from a single enemy group, sometimes you’ll go an entire floor without seeing any. Being lucky enough to find a charm/blessing that grants regeneration or increased healing is often the difference between success and failure… although it’s not like there’s any penalty for failure, so while annoying I guess it’s not really all that big an issue.

    At the moment I’ve only just completed the first zone with one character at level 9, two at 8, and one at 6 (I haven’t used the recently unlocked fire mage yet). My strategy so far has been to run through the first level until a character hits level 4, the second until they hit 6, and then the third until they hit 8. It’s been working pretty well progression-wise and I haven’t had to run through the same level with the same character more than twice (though not all have successfully beat each boss).

    Hopefully that trend will continue in the later zones.


  • STAR RENEGADES

    Structurally, this game is similar to Slay the Spire: Traverse three semi-randomized branching paths capped by a static boss fight, fighting turn-based battles and collecting items along the way, concluding with a much smaller endboss level.

    As a roguelike, you’re expected to play through multiple times with different characters in order to unlock various features such as new classes, class variations, individual character bonuses, a larger pool of possible equipment spawns, and a few relatively expensive general ease of use buffs (e.g. additional merchants). Like StS it manages to avoid feeling like these unlocks are a grind or the main purpose of playing; it’s perfectly possible to win with the starting characters on your first playthrough. The endboss changing after every win is a particularly nice touch that provides a remarkable amount of variety.

    Combat is a pretty straight-forward affair with everyone (usually) getting one action a turn and each action having a different speed value which determines the action order. Where the strategy comes into play is that if you attack before your opponent, that attack will end up a guaranteed critical hit. Whereas criticals in most games are just a simple +% damage, here each attack has its own specific bonus and each critical hit also refills the equivalent of your mana pool (used for free actions or combo attacks). Which means making sure you attack before your opponent is essential to success. A task assisted by a stagger system which lets you delay an enemy’s action a certain number of times.

    All in all it provides a remarkably well balanced mix of randomization and skill. Oh, but do be aware that the style of humor is extremely irreverent (think Cosmic Star Heroine).


  • Darkest Dungeon – Update

    Two possible solutions came to mind to address my main issues with the game:

    A) Mod the inventory/provision system to be less nonsensical.
    B) Refuse to buy any provisions besides food/torches and retreat the moment further progress became impossible.

    As it would happen, modding the relevant parts of the game is beyond simple; the inventory files are in plain text. Even better, it’s also pretty simple to remove/reduce the ridiculous hunger checks.

    Those changes helped quite a bit. I still have to treat every adventurer as disposable meat, to be dismissed the moment they return from a failed quest, but at least some tangible progress can be made toward building up the Hamlet facilities. Can’t say I enjoy the game though… since having to face near-constant failure/retreat is more than a little exhausting… but at least it’s now tolerable as a periodic diversion. Sort of like an actively antagonistic Rezrog (which is far more stable today than it was at release) in a way.


  • Darkest Dungeon – First Impressions

    After having long ignored this game‘s existence, as I’m not fond of difficulty for difficulty’s sake and don’t play games with the intention of dying/failing, I finally broke down and picked it up during the most recent sale.

    The idea was that it might be tolerable if I went into it as an adventurer torture/death simulator rather than a conventional RPG. And, honestly, in that framework it delivers in spades; lost three of them on the second quest after the triple-threat of starvation, insane stress generation, and a hateful random number generator that thinks a 75% chance to hit should be more like 10%. It wasn’t anywhere near as frustrating as I thought it would be (as new adventurers are always arriving).

    No, the frustrating thing is the provision/inventory system. Rather than a weight system or individual character inventories you just have a universal set of slots. Every type of item takes up a single slot, and the slots have strict stacking limits. So 1 Bandage and 1 Antidote take up exactly as much room as 8 Shovels and a 1-person party can carry just as much as a 4-person party. Gold takes up a slot (and can only stack to 1750), each individual type of gem takes up a slot, each individual resource type takes up a slot (there are 4), and… each journal page takes up a slot. Care to guess how many slots you get? A mere sixteen.

    That, right there, is the most bullshit of bullshit examples of fake difficulty and honestly just makes me not want to bother continuing. What’s the point of dungeon delving if you can’t carry any loot?


  • Fate hunters & KingdomCome: Deliverance

    Fate Hunters is a game very, very similar to Slay the Spire. A bit easier though, so long as the ‘Reinforcement’ option is turned off (which it probably should be on your first few attempts), thanks to the introduction of disposable ‘one use’ cards you can pick up without fear of ending up with an oversized late game deck.

    The Inquisitor focuses on healing & self-damage with a subfocus on discard. The deck I eventually beat the final boss with was a treasure-heavy Pot of Greed/Empress deck that focused on the combo of Seal of Repentance -> Holy Fire -> Nemesis. The Arcanist specializes in multiple-choice effects, random damage, and duplication, with a subfocus on weaponry. I ended up beating the tower with a Fireball-heavy Wheel of Fortune build with Magic Rune and Fire Rain.

    Unlike those first two characters, the Raider is somewhat more limited in build choices and you’re pretty much forced to focus on a Soul Stone-centric build… though that’s far from a bad thing since Soulstones are quite versatile. The winning deck here ended up being centered around Dark Flame, Famine, Souls Bust, and Soulstorm. The fourth and final unique character is the Berserker, which specializes in Wound creation (far trickier to handle than Soul Stones) & criticals with a subfocus in discard. This time I ended up clearing the tower with a weaponry-centric Hermit build; Feel No Pain and Deadly Swing have no downsides when only a single Wound can be in your deck at a time.

    The final character, the Spy, is a medley of the others. You can build a deck mimicking one of the above builds, or mix and match from multiple builds. The later is quite risky though and can easily result in a deck that does nothing particularly well. The winning combination I ended with was a Curse-heavy self-damaging Possession build (Cursed Sword, Philosopher’s Stone, Eviscerate, Unbreakable, Nemesis) which transformed into a Hermit deck on the last floor.

    So yeah, the game’s fun. I don’t think it’ll have as much repay value as the aforementioned StS though due to the reduced complexity. Of course, that’s to be expected since the entire installation is <300MB. Pick it up on sale sometime for ~$10 if you enjoy StS.

    Switching gears now we come to Kingdom Come: Deliverance, which at first glance appears to be an open-world RPG. While that should be right up my ally, in reality the game bears an unfortunately strong resemblance to a medieval life simulator. A hunger system, an energy/tiredness system, a cleanliness system, a food decay system, an equipment deterioration system, an overly complex real-time locational-targeting-centered melee combat system, and a highly limited ability to save your progress.

    I got to the second area and just kind of lost all will to proceed, since I most certainly don’t play games to be forced into doing things I already have to do in real life. The visual quality is quite impressive though. If you want to give it a shot, make sure to grab the KCDTweak utility to reduce/eliminate some of the inherent annoyance.


  • Tangledeep & Slay the Spire

    Tangledeep is a roguelike in the vein of ToME, just notably less complex… more mobile-gamey. If you haven’t played that yet then this may be worth checking out so long as you make sure to activate Mana/Stamina regeneration (the respawn rate heavily punishes the default no-regen setting). If you already like that though then there won’t be much for you here.

    Another roguelike, Slay the Spire is closer in structure to FTL. The combat is quite different however and resembles a card game, albeit a somewhat 1-sided one since the enemies don’t play cards. The gimmick here is that every replay (a run through the Spire lasts about an hour and a half if you make it to the endboss) requires rebuilding your deck based on what reward options happen to pop-up, with each playable character having different cards to choose from. It’s certainly fun if you can handle the massive amount of deckbulding-related randomness (make sure to prioritize card removal events since you can’t do that manually) and I ended up eventually beating the Spire’s Heart with all three characters:

    Continue reading  Post ID 8675


  • Tales of Maj’Eyal

    I briefly tried the browser-based version of this game some time ago but it seemed overly complicated and I’m not fond of permadeath in the first place (losing 10+ hours of progress to a missclick is beyond annoying). However, after buying the GOG version on whim one day I played again and this time around it become quite engrossing.

    There’s a bunch of things to unlock/collect and with the ‘Adventurer’ option enabled you don’t have to worry about a single mistake erasing everything. That said… I would actually suggest playing on ‘Roguelike’ once you’ve unlocked everything you want to; the second half of the main campaign is nowhere near as good as the first half and it’s more fun to start a new character than slog through that mire. Getting started is really the hardest part, and this area guide does wonders to make things more accessible. You can also find immensely helpful class guides on that forum as well.

    As far as the DLC go:

    Ashes of Urhrok is the cheapest and also adds the least to the game. The new race and classes are really the only reason to pick it up.
    Forbidden Cults on the other hand adds quite a bit to the game. In addition to the races and classes (one of which is a pain to unlock) it adds a large number of fully integrated new areas and even a new ability line to the Wyrmic class.
    Embers of Rage adds a sequel campaign (that’s about 30-40% the size of the main campaign) which is decent enough if you don’t mind the accelerated leveling speed and hamfisted gold/merchant situation. Its endboss is a giant difficulty spike though. What’s far more interesting is the crafting system it introduces, which is a lot of fun to play around with.

    So I’d say definitely pick up Forbidden Cults, but only grab the other two if/when you want to try something new.


  • Hand of Fate 2 & Shadowrun: Dragonfall

    The second Hand of Fate game is essentially a slightly refined/expanded version of its predecessor. If you’ve already played that then you’ll know whether or not you’ll like this, and if you haven’t then you may as well just start here.

    As for its recently released DLC… well, you might as well grab that too. While the new cards aren’t really anything to write home about, the new companion is remarkably useful.

    Similar to the above, Shadowrun: Dragonfall is mechanically just a refined Shadowrun Returns and you’re basically paying for the base campaign. Which, granted, certainly does feature more roleplaying opportunities and choices than the earlier game. What’s a bit odd though is how most of the various NPCs in your central hub have evolving storylines which don’t actually go anywhere; they’re pure flavor text.

    A few quick things about it:
    – Your PC has to be a Decker to access everything.
    – Decking and Charisma don’t need to be higher than 6 for dialog checks.
    – The Security and Corporate etiquettes are both useful for avoiding annoying fights.
    – Bonuses (such as those from cyberware) can’t raise your stats above 11.


  • Tokyo Xanadu eX+ & Overfall

    Despite being terrible at action games, I decided to try Tokyo Xanadu eX+ based on its connection to the Legend of Heroes games… and ended up getting pretty far into it (currently in the middle of Chapter 7).

    It’s half RPG and half action game. The action game aspects are a bit over-complicated (three super moves with three separate resources, two buttons to swap party members) but are easy enough to grasp that even someone with terrible reflexes can get S-rank stage-clear scores (on normal difficulty). The RPG aspects on the other hand are straight-forward but suffer from character behavior and storyline events that fluctuate between stereotypical and awful. That you have to continuously re-canvas the maps in order to collect the various character info pages and find hidden quests also quickly becomes tiresome, and the way it blatantly taunts you with content which can only be completed in a second playthrough is just plain annoying. I do like the way the upgrade system relies on loot rather than money though.

    Overfall was recently bought on a whim and unfortunately ended up nothing like what I was expecting. Rather than being RPGish it’s more a strategy game (with the goal being to unlock new starting weapons/abilities/traits rather than winning). Worse is that only the battles are turn-based and each playthrough apparently has a time limit of, according to the tutorial/guide on Steam anyway, ~14 minutes. The time limit alone would be a deal-killer even without the focus on unlocking things solely to unlock more things.