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JS roguelike game: The Royal Wedding

ondras.zarovi.cz

21–30 of 75 posts

Re: JS roguelike game: The Royal Wedding

#25
post #22
post #21

Great game! Too bad it bugged on me at some point; after getting out of the dungeon I can't move anymore...

Sorry to hear that! Can you post the output of your browser's JS console?

Oh, sorry, I reloaded the page and played the game again to the end this time :) Thank you for the fun!

Re: JS roguelike game: The Royal Wedding

#26
post #21

Great game! Too bad it bugged on me at some point; after getting out of the dungeon I can't move anymore...

Same thing happened to me, and I reloaded before I read this post...I'm starting over now and I'll post the output if it happens again. Loving it so far!

Re: JS roguelike game: The Royal Wedding

#28

The dynamic legend and narrative bar are really great additions to roguelikes. Did you have inspiration for these things? I don't know that I've seen either of them done before.

The dynamic legend I have not seen before, but this game must be based loosely off of nethack (which includes a narrative).

Re: JS roguelike game: The Royal Wedding

#29

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.

Normal game: You pick up an unknown potion. Do you drink it? You save the game and drink the potion. The potion kills you. You reload the game, dont drink the potion, and move on to the next level.

Roguelike: You pick up the potion. Do you drink it? Hmmm...too risky, it could kill you. You decide to visit a wizard who can identify it for you. Oh no! A monster. You fight! The monster is strong...You're down to 1 health..the potion is your last chance...AHHHHGH OMG IT WAS POISON. OMG ITS A HEALTH POTION I LIVE TO FIGHT ANOTHER DAY!

People play roguelikes because the specter of permanent death (no save games* ) creates tension and suspense you rarely see in other games. This tension has a dramatic influence on gameplay choices and the emotional response elicited by those choices.

If, however, it's the oldskool text graphics and complex control schemes that you dont 'get', you'd be forgiven for thinking that 'ascii graphics = roguelike'. This is not the case, its just that the many famous roguelikes are dungeon crawlers with this graphical style. And yes, the controls are complex and the learning curves are steep. They are not for everybody. ADOM is my favourite roguelike dungeon crawler.

The best (IMHO) recent roguelike is FTL: Faster Than Light. Its a spaceship combat/strategy game designed to be played so a session lasts about 30-90 minutes. The graphics are nice and the gameplay is simple to understand but difficult to master. Its brilliant.

FTL: http://www.ftlgame.com/

ADOM: http://www.ancardia.com/download.html

*Generally you can have one save game. So you can save and quit but then have to resume that same game.

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