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Darkavern's Modern Day Challenge!
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Sat Feb 23, 2008 9:40 pm    Post subject: Darkavern's Modern Day Challenge! Reply with quote

Well, um, I started another game.
And even though I said it with the four other projects I started these past four months, I'm sure that I can finish this one.

Why? Because I'm actually having fun working on it.
Compared to this, working on other games seems like a chore.
I'm trying to work on them for the sake of working on them.

Well, anyhow, back to this release.

Escape from Darkavern is intended to be a medley of adventure/rpg/rogue-like games.

You basically walk around, smite monsters, loot treasures, and read storyline.
Being a simple game, I went ahead and wrote my own custom battle system.
It's pretty simple and only suggests that you read the text that appears as you smash the space-bar.

Well, I haven't too much to say at the moment, so feel free to comment with suggestions or bugs.

Game!


Last edited by TwinHamster on Thu Feb 28, 2008 1:51 pm; edited 1 time in total
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Sat Feb 23, 2008 10:16 pm    Post subject: Reply with quote

This game is freaking awesome. No amount of criticism can make it more so.
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
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PostPosted: Sun Feb 24, 2008 12:38 am    Post subject: Reply with quote

That's the most frustrating game I've ever played. After dieing 20 times without even reaching any save point (if there even are any save points) I gave up.

The dialogues are quite funny, though.

You really should give the player a chance to avoid the death traps. :-/
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Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary)
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Sun Feb 24, 2008 12:55 am    Post subject: Reply with quote

Quote:
That's the most frustrating game I've ever played. After dieing 20 times without even reaching any save point (if there even are any save points) I gave up.
Oh, for pete's sake. I hope Twinhamster doesn't change the traps because of this.
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
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PostPosted: Sun Feb 24, 2008 2:35 am    Post subject: Reply with quote

Better than changing the traps would be enabling to save anywhere.
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Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary)
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Newbie_Power




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PostPosted: Sun Feb 24, 2008 2:37 am    Post subject: Reply with quote

There IS a save point, and it is a useful one.
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
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PostPosted: Sun Feb 24, 2008 2:59 am    Post subject: Reply with quote

Where is it? And even if there was one, I would need to walk back to it all the time. Saving anywhere is the best option for an instant death game, unless you want to add some frustration intentionally to it or to prelong the playing time.

Problem with instant death games is that the creator knows where the traps are so he can never get frustrated himself. ^^'
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Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary)
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Newbie_Power




Joined: 04 Sep 2006
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PostPosted: Sun Feb 24, 2008 3:13 am    Post subject: Reply with quote

Please TwinHamster, don't add "Save Anywhere"! This just isn't the kind of game for that, especially because you have "Rogue" as part of your inspired mix. I would hate to see "Save" as part of the menu, simply because it is just too exploitable and helps kill charm.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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Location: Matakana

PostPosted: Sun Feb 24, 2008 4:42 am    Post subject: Reply with quote

This game seems to be mostly linear, but the position of the save point is exactly where it's most convenient to save multiple times after doing things, at the only part (that I saw) that you need to do that.

Numerous bugs found and PM'ed.

Does the evasion stat actually do anything? You can't evade an attack!


This game is funny and fun. The battle system is neat - sitting back and watching battles is easy and entertaining. But the more of this game that I played, the more frustrating and less fun it got.

I took me at least 10 tries to beat Dilyl (with full or near full hp), and after I finally did, I fell into a pit. Was I doing something wrong for it to be so hard? At that point, I gave up, and it was a relief to do so. I think you need to reduce the randomness of the battles somehow, or make the boss easier, fighting over and over until you get lucky is totally different from memorising where the pits in the floor are. Adding special moves would work, if the right strategy gives you a high chance of winning.
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
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PostPosted: Sun Feb 24, 2008 5:04 am    Post subject: Reply with quote

Newbie_Power wrote:
Please TwinHamster, don't add "Save Anywhere"! This just isn't the kind of game for that, especially because you have "Rogue" as part of your inspired mix. I would hate to see "Save" as part of the menu, simply because it is just too exploitable and helps kill charm.

Any good roguelike has save anywhere.

With a save anywhere feature this game could actually be a really good game.
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"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary)
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Sun Feb 24, 2008 5:07 am    Post subject: Reply with quote

Ah, PM recieved, Cacti

It sounds like some stats need to be fixed.

When I played through it, I had a fixed set of stats, but on the released version, I included a random stat generator. I suppose some of the lower stats make the player unable to win?

Also, Accuracy and Evasion are calculated in a funky way:

A random number is created between (0+Accuracy) and (100-Evasion), where let's say 'Accuracy' belongs to the enemy and 'Evasion' belongs to you.

Then, that random number must be as high as (your) armor class for the attack to connect.
Maybe I set the enemy accuracies too high...

Also right before I released the game, I started adding traps into the game just because some of the rooms seem empty. I guess I should probably let traps stand out a little bit or lower the frequency.

I'm glad to see that some of the game is being enjoyed, though.
Thanks!
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TMC
On the Verge of Insanity




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PostPosted: Sun Feb 24, 2008 5:14 am    Post subject: Reply with quote

Rya.Reisender wrote:
Newbie_Power wrote:
Please TwinHamster, don't add "Save Anywhere"! This just isn't the kind of game for that, especially because you have "Rogue" as part of your inspired mix. I would hate to see "Save" as part of the menu, simply because it is just too exploitable and helps kill charm.

Any good roguelike has save anywhere.

With a save anywhere feature this game could actually be a really good game.


I pointed out to Rya that he has played only/mostly console rogue-likes, which have a totally different stance on saves (and a different audience). Most PC rogue-like players would refuse to call any game that let you load your saves more than once a rogue-like.

Quote:
When I played through it, I had a fixed set of stats, but on the released version, I included a random stat generator. I suppose some of the lower stats make the player unable to win?

It helps that rogue-likes have permadeath to kill off characters instead of having the player try to continue with them.

It's interesting to hear that it's actually possible to dodge. It never, ever happened to me.

Also, traps which aren't instadeath, but just do bad things would be a good addition. Stepping on traps and dying is pretty boring comparing to stepping on one and forcing to you to react to its effect.
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Sun Feb 24, 2008 5:32 am    Post subject: Reply with quote

Quote:
It helps that rogue-likes have permadeath to kill off characters instead of having the player try to continue with them.

It's interesting to hear that it's actually possible to dodge. It never, ever happened to me.

Also, traps which aren't instadeath, but just do bad things would be a good addition. Stepping on traps and dying is pretty boring comparing to stepping on one and forcing to you to react to its effect.


I remember trying to use the 'delete save slot' (or something to that effect) command a while back ago, and couldn't get it to work.
Does it work now?

And wow.
Some stat effecting traps would be much cooler.
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Newbie_Power




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PostPosted: Sun Feb 24, 2008 5:36 am    Post subject: Reply with quote

Quote:
I guess I should probably let traps stand out a little bit or lower the frequency.
Don't lower the frequency of traps. Go with Mad Cacti's suggestion and make more difficult ones to avoid in hallways and large rooms non-death traps, but make more traps in puzzle/riddle based rooms (like the first couple of rooms in the beginning) more death oriented.
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Jack
the fool




Joined: 30 Jul 2004
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PostPosted: Sun Feb 24, 2008 8:14 am    Post subject: Reply with quote

Voted best dialogue.

My only complaint is not having a chance against those traps. Otherwise, great start.
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