Posts Tagged ‘Roguelike’

Wot I Think: Tales Of Maj’Eyal

By Adam Smith on January 10th, 2014.

TOME is a roguelike. It’s not a roguelikelike or a roguelite. It’s not a platform game with permadeath and procedural bits and pieces. It’s a top-down, tile-based RPG, with a variety of races and classes to master, and a mean streak wider than Rushmore Jefferson’s nostrils. You won’t have to squint at ASCII imagery or memorise a hundred key bindings to play it either – TOME has integrated tile graphics and a dapper interface. Here’s wot I think.

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Hone Your Lovecraft: Eldritch Creator Spills Sales Figures

By Graham Smith on January 6th, 2014.

A face you can trust.

It’s sometimes hard to gauge from the outside exactly how successful an indie game has been, so I’m always interested when developers release figures. David Pittman, creator of Lovecraftian first-person roguelike Eldritch, has done just that. In a post-mortem posted on his blog, the former 2K Marin developer outlined the steps he took in leaving his old job, building the game, and was even kind enough to include some graphs.
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Catacomb Kids Will Win You Over Within 55 Seconds

By John Walker on November 27th, 2013.

Here are my thoughts during the first 55 seconds of the Catacomb Kids video:

“Looks nice, but sure looks like yet another pixel roguelike.”
“He’s got a really decent jump. That’s neat.”
“Wait, distractions? There’s more happening here.”
“Oh. Oooohhhh. Oh, okay, yeah, I’m posting about this.

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Interview: Ultima Ratio Regum, A Generated 4X Roguelike

By Graham Smith on October 18th, 2013.

Even the menu image is generated each time.

Ultima Ratio Regum is a “a semi-roguelike game inspired by Jorge Borges, Umberto Eco, Neal Stephenson, Shadow of the Colossus, Europa Universalis and Civilization.”

Ultima Ratio Regum so far procedurally generates a solar system, a planet and its continents, ziggurats, the riddles and block-pushing puzzles that allow you to explore those ziggurats, and the positions of the vines covering the blocks you’re pushing. It’s beautiful.

Ultima Ratio Regum is one of a few ambitious, long-term projects which I think represent the most exciting things about indie game development, about PC games, and about what technology can do for the games of tomorrow. I emailed Mark Johnson, the game’s solo developer, to talk about all of the above.
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Always Bet On Spelunky Death Roulette

By Graham Smith on October 15th, 2013.

In Spelunky we trust.

First there was Salty Bet, the 24/7 Twitch stream where AI-controlled fighting game characters do battle with one another in front of an audience who can bet on the winner with fake money. Now there is Spelunky Death Roulette, a similar wrapper for a group of Twitch streams where viewers can use fake money to bet on how they think the player will die.
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Wot I Think: Bionic Dues

By Adam Smith on October 11th, 2013.

Not dudes, dues. Think about it. But not for long.

Five minutes of Bionic Dues was almost enough. I was attracted by turn-based tactical mech combat but swiftly repelled by confusion and comedy voiceovers. I quit. Later, just before bed, I decided to try again, reasoning that while Arcen may not be on a winning streak, their games are usually more interesting than this one had seemed. I never did make it to bed that night. Here’s wot I think.

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Hands On: Eldritch

By John Walker on September 12th, 2013.

Not enough games feature librarians as central characters.

As Nathan mentioned this morning, Eldritch is from the hands of David and Kyle Pittman, formerly of BioShock 2 and Borderlands fame. But hey, maybe all they did was make those games crash? We don’t know! So I’ve taken a look at Eldritch to see if their pedigree counts for anything… Oh, it does. It’s really rather good. They probably didn’t make those games crash.

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If Girl Talk Made Games: DoomRL And GMDoom

By Craig Pearson on March 20th, 2013.

Together at last!
I have two, TWO, things about Doom to show you. This is like being an archaeologist in the jungle and discovering a skellington, but the skellington’s heart is still beating and then, oh noes, there’s a ball chasing me and I’ve dropped my hat and give me back my whip Alfred Molina! This Doom reporting is tough work. No wonder all the journalists from that period are scarred and flinch whenever they hear the game’s name. For the brave, there are two Doom mashups that you should be excited about.
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Way Down In The Hole: Sword Of The Stars – The Pit

By Adam Smith on March 11th, 2013.

Roguelikes! Everybody worth their salt is making a roguelike this week but the cheeky chaps at Kerberos jumped the gun somewhat and started work on their Sword of the Stars spin-off ages ago. The Pit is out now and can be purchased from GamersGate for £7.99 or through Steam for £6.29. There is also a demo, which I’ve dabbled with. It’s from the Dredmor School of Accessible Roguery, with chunky cartoonish graphics and what I think is a sense of humour. My roguelibrary has a sci-fi gap in it so I’m willing to give the lasers and spacestations a fair shake, but I’ll most likely end up craving something more complex.

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ASCII And Ye Shall Receive: 7 Day Roguelikes

By Adam Smith on March 7th, 2013.

If you play as many roguelikes as I do, peoples’ email addresses begin to look like a vulnerable hero trapped in a corridor and surrounded by terrifying monsters. These most complex and cruel of dungeon crawlers may be destroying my ability to communicate electronically, particularly with anyone going by the name ‘DoUgLAS’, but my desire for them cannot be satiated. In the coming days, there will be an influx of new roguelikes, springing from the creative cauldron of the 7 Day Roguelike Challenge. Running from the 9th to the 17th of this month, it’s a fairly self-explanatory event. Make a roguelike in 168 hours or die trying do what I do and wait ’til other people have done the hard work, then just play them.

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Anti-Skyrim: Iron Age Roguelike UnReal World Goes Free

By Alec Meer on February 26th, 2013.

me, yesterday

This unfortunately-named roguelike (it’s never wise to call your game something that sounds like a 1990s Epic fansite) had a brief mention from Adam back in 2011. This scares me because Adam’s still the new boy in my mind, and now it seems he’s been working here for going on two years. I digress! UnReal World is an iron age-set roguelike about survival, and the difficulty thereof. Though lo-fi, it’s a brutal affair, with the frozen early Scandinavian Finnish environment as likely to do you in as wolves and roaming warriors are. It’s now gone donation-based, which means you can download and play it for as long as you like for free, hopefully then sending a few groats the developer’s way if you enjoy it.
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TOME Is Where The Heart Is: Happy New Roguelike

By Adam Smith on January 7th, 2013.

In 2013, I resolve to convince as many people as possible to play Roguelikes and I’ll be particularly targeting those people who have never delved into the devious dungeons of ‘@’ before. It’s OK to admit that you’ve avoided them in the past because they look intimidating/crappy. TOME could be the gateway game you’ve been waiting for. It’s a variant of one of the core roguelikes but when it reached version 1.0 recently something miraculous happened. Firstly, it actually reached 1.0, which is on a par with the parting of an ocean given how many of these wonder-works are fated to grow forever, passing from designer to designer. But more amazing still, TOME has neat graphics and a friendly interface. Download it immediately.

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Life And Limb Loss: Epilogue

By Adam Smith on October 9th, 2012.

I just lobbed a fire bomb at a couple of crossbow-wielding blobs but I got it all wrong and ended up on fire with one of my arms hanging off. Thankfully I’m a cartographer so I can quickly make my way back to a healing shrine using a safe path, essentially teleporting myself to the dungeon level’s spiritual hospital. Once there I found that there were too many enemies nearby, hunting me, so I couldn’t perform the ritual and heal myself. My arm dropped off. Doesn’t matter. It’ll grow back. I’ve been playing Epilogue, a roguelike that snubs orcs, dwarves and the like, and instead creates an ever stranger world, one that changes from level to level. There’s a very sizable demo here, and a video and more thoughts below.

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