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JS roguelike game: The Royal Wedding

ondras.zarovi.cz

11–20 of 75 posts

Re: JS roguelike game: The Royal Wedding

#13

I found the dynamic lighting effects quite impressive, and I like the use of proportional text for the story rather than more monospace. Habits from other roguelikes make me keep looking for an inventory and the ability to move diagonally, but neither one actually seems necessary, just unexpectedly missing for a roguelike. Edit: "Achievements: 0 gold found 1 secret gold stashes found". So, I found one secret gold sta…

Just checking now, vi keys work for diagonals.

Re: JS roguelike game: The Royal Wedding

#15

I found the dynamic lighting effects quite impressive, and I like the use of proportional text for the story rather than more monospace. Habits from other roguelikes make me keep looking for an inventory and the ability to move diagonally, but neither one actually seems necessary, just unexpectedly missing for a roguelike. Edit: "Achievements: 0 gold found 1 secret gold stashes found". So, I found one secret gold sta…

Just checking now, vi keys work for diagonals.

Also the diagonal numpad keys.

Re: JS roguelike game: The Royal Wedding

#16

nice. as someone unfamiliar with rougelike games I liked the walk you through it on the side and map legend on the bottom. In javascript too. I like the reference to the toolkit on the homepage.

> I like the reference to the toolkit on the homepage.

Oh. That's a problem. The only thing I can think of that might be more of a productivity drain than playing a roguelike is writing one. Goodbye sweet, sweet sunlight...

Re: JS roguelike game: The Royal Wedding

#20

It looks very nice, and I'm pretty impressed with the effects. I do have to admit though that personally I just don't 'get' rougelikes, maybe I'm just too young, but they just don't really interest me.

They are a bit tricky to get. And OP's game probably doesn't quite have the hook that will make you get them. As far as I can see, the draw is that the games are ruthless and kill you over and over again, but they are also ever so slightly different, and always hint at the chance to crack a bit more of the game on the next play, when you have both learned more about the game's tricks and get a new roll of the procedural generation dice. And, if they're done well, they don't waste your time. There should be something that even a veteran player won't just sleepwalk through right through the door.
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