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Rogule: A dungeon a day keeps the Balrog away

rogule.com

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Re: Rogule: A dungeon a day keeps the Balrog away

#41
post #3

With the caveat that I do play a good amount of roguelikes, this one was far too easy. It needs better levels. You should add some algorithms that reject bad level generations. This one was beatable by killing the first two monsters and walking to the exit. Try generating levels until you get one where you need a strategy that is not that simple? Idk.

> You should add some algorithms that reject bad level generations.

How big a request is that?

Re: Rogule: A dungeon a day keeps the Balrog away

#42
post #26

I've been playing this daily for a while. The issue I've found with it is that your health recharges every 100 steps. This creates a divergence between the fun way to play and the way most likely to win. The optimal strategy is to spend a long time button mashing between enemies, and to run back and forth for ages when facing a powerful enemy. I think it would be better if your health didn't recharge (with the enemie…

They could also add a rest button? At least the 'proper' way wouldn't be too annoying then.

The proper way would be "hold '.' and pray nothing shows up to one shot you"

Re: Rogule: A dungeon a day keeps the Balrog away

#43

I've been playing this daily for a while. The issue I've found with it is that your health recharges every 100 steps. This creates a divergence between the fun way to play and the way most likely to win. The optimal strategy is to spend a long time button mashing between enemies, and to run back and forth for ages when facing a powerful enemy. I think it would be better if your health didn't recharge (with the enemie…

Speed (low moves #) to win is an important bragging factor in some roguelike communities. Can be part of the score.

Or try adding a time->danger game mechanic like Spelunky.

Re: Rogule: A dungeon a day keeps the Balrog away

#46
post #31
post #29

Earlier quoted context omitted.

Apologies, I was being too brusque. I mean that this new "Wordle variant" kind of popular daily game which takes about ten minutes, is easily shared with friends and family, and requires hardly any practice/knowledge, is not that well-suited to rogue-likes. I feel that most people playing Wordle variants enjoy getting a daily sense of accomplishment after 10-15 minutes, from day 1. Perhaps I'm wrong!

There’s a subgenre of traditional roguelikes known as “coffee break roguelikes”. These games are specifically designed to be highly compressed experiences without sacrificing the characteristic difficulty of the genre. They happen to be a perfect fit for this sort of daily game. I’m not aware of any that actually do this though! The roguelite Spelunky HD has a daily seed with a leaderboard. That game can be finished…

Wow, so I was wrong. Thanks for the info!

Re: Rogule: A dungeon a day keeps the Balrog away

#47

I've been playing this daily for a while. The issue I've found with it is that your health recharges every 100 steps. This creates a divergence between the fun way to play and the way most likely to win. The optimal strategy is to spend a long time button mashing between enemies, and to run back and forth for ages when facing a powerful enemy. I think it would be better if your health didn't recharge (with the enemie…

I find self-imposed rules make things like this more fun. Sure, you could run around and get your health back. Or you could tell yourself "that's not fun" and just...don't do it.

Re: Rogule: A dungeon a day keeps the Balrog away

#50
post #32

I wish you could come across the graves or dead bodies of other players where they died and perhaps loot items or something.

This has strong Tibia (the mmo) vibes. Would also love it, although the maps would have to be a bit bigger, or maybe the drop rates smaller.

This would also make it harder for the first adventurers and gradually easier for late comers (more bodies/more loot)

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