Asterogue is a "juicy" graphical coffeebreak roguelike I made that is pretty much directly inspired by the original Rogue in terms of scope and features. You descend 17 levels into the heart of an asteroid to find The Orb and save the universe. There are a bunch of different monsters which get progressively harder as you descend. Instead of magic there is technology and you can pick up nanotech items and beakers of c…
Show HN: Asterogue, my sci-fi roguelike, is now playable on the web
51–60 of 98 posts
Re: Show HN: Asterogue, my sci-fi roguelike, is now playable on the web
#52Earlier quoted context omitted.
Glad you're enjoying Rogule, thanks for playing! It's amazing to me how often I hear things like this even though the level gen hasn't changed. I think maybe what happens is people get really good at it and can then only be defeated by really hard levels or unlucky combat rolls.
Yeah it's because of figuring out some strategy. Probably difficult to avoid that while keeping to the minimalist vibe of the game.
Re: Show HN: Asterogue, my sci-fi roguelike, is now playable on the web
#53- food clock is kind of arbitrary (I went four levels without finding any food), or else I'm just not diving nearly fast enough.
- game crashed when I descended from level 16
- the only difference I can figure out between various monsters are: some are stationary, some wander, and some chase you. I can't tell whether they all steal money from you or steal items or just some of them.
Fun overall, I'm happy to have paid the $5 just for the chiptune Holst.
Re: Show HN: Asterogue, my sci-fi roguelike, is now playable on the web
#54Asterogue is a "juicy" graphical coffeebreak roguelike I made that is pretty much directly inspired by the original Rogue in terms of scope and features. You descend 17 levels into the heart of an asteroid to find The Orb and save the universe. There are a bunch of different monsters which get progressively harder as you descend. Instead of magic there is technology and you can pick up nanotech items and beakers of c…
Would love to hear a bit about the tech stack or engine you used (if any)!
Re: Show HN: Asterogue, my sci-fi roguelike, is now playable on the web
#55Re: Show HN: Asterogue, my sci-fi roguelike, is now playable on the web
#56Re: Show HN: Asterogue, my sci-fi roguelike, is now playable on the web
#57It was pretty jarring when the game stopped 3 levels in to ask me for money. I guess it technically says "3 free levels" on the splash screen. Perhaps OP could use the word "demo" somewhere in this post.
Thanks for the feedback, I will update the landing page with make it clearer the full game is paid. I also added this paragraph to my post which hopefully makes it clearer: > For the web based version I am trying a new payment model. The original Asterogue was like most other games in that you simply buy it in the app store or on Itch and download the game. This time around I am trying a new experiment with this and…
Re: Show HN: Asterogue, my sci-fi roguelike, is now playable on the web
#58Asterogue is a "juicy" graphical coffeebreak roguelike I made that is pretty much directly inspired by the original Rogue in terms of scope and features. You descend 17 levels into the heart of an asteroid to find The Orb and save the universe. There are a bunch of different monsters which get progressively harder as you descend. Instead of magic there is technology and you can pick up nanotech items and beakers of c…
This being Hackernews, there's is generally a great interest in both the technical as well as the business side of projects such as this. Would you be ready to share some insights into how well a game like this (which is targeting certainly a niche) can do financially, both with respect to the investment as well as the revenue side of things?
Sorry if this question might be out of your comfort zone.
Re: Show HN: Asterogue, my sci-fi roguelike, is now playable on the web
#59Re: Show HN: Asterogue, my sci-fi roguelike, is now playable on the web
#60One suggestion is to allow for HJKL or WASD movement. Arrow keys are fine and intuitive, but not in the best location. I remember playing nethack years ago and it had the HJKL system.
Emacs' dealing poorly with choppy internet connections was the main reason I went back to vi very quickly after trying it, but it wasn't the only reason.