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Shattered Pixel Dungeon is an open-source traditional roguelike dungeon crawler

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191–200 of 235 posts

Re: Shattered Pixel Dungeon is an open-source traditional roguelike dungeon crawler

#191
post #35
post #6

Excellent game, I lost an embarrassing amount of time last year getting all of the badges. The mobile versions are great because they’re ad-free, and work without internet access when on airplanes. And since it’s turn-based, it’s very interruption-friendly. The Reddit community is also a lot of fun: equal mix of strategy and memes.

All of them? I gave up on that goal partway through the pandemic; I spent about a year's worth of occasional games without seeing Tengu and eventually accepted that I wasn't interested enough to get that 6-challenge badge. Strategy on Reddit, you say? Perhaps that could help. But, perhaps it's better if I don't spelunk that particular rabbithole.

For the last badge, it wasn't masterful strategy: I played until I got lucky with an overpowered Ring of Wealth run, and farmed the dwarven floors for like 3 days before breezing through the demon halls and ascending. That one and only six challenge run landed with 1,050,700 points, which was just enough to get the final "Over 1 million points" badge.

That was the last round I played, almost a year ago. I consider myself free from the game now, but look back on it fondly :)

Re: Shattered Pixel Dungeon is an open-source traditional roguelike dungeon crawler

#192

I started an opinionated and still incomplete guide for new players https://spd-huntress-guide.pages.dev/guide . I didn't put it out there and was going to take it down because I couldn't finish it let alone maintain it. It's impossible to keep up with the pace of Evan's updates so the walk-throughs with seeds probably don't work, but someone might find it useful.

I can't seem to load the page, would love to read.

Re: Shattered Pixel Dungeon is an open-source traditional roguelike dungeon crawler

#193
post #152

Earlier quoted context omitted.

I see it as a different model of building knowledge about the game than most other genres. Dying early is part of the process, because each time you die you got to this point in a bit different way, learning other things on the way. If you were hand-held to the very end you'd only see a a narrow path you went through, which is also ok. It's just a difference in the journey, similar to Breadth-First Search and Deep-Fi…

The traps just happen randomly throughout. The best run I had going ended instantly when I hit an alarm trap. It's impossible to recover. I cannot even escape lone enemies without a ring of haste. Yeah, I could have detected that on a search, but I'm usually struggling to stay fed in the first place.

If you’re struggling to stay fed, try these tips:

* Don’t eat right away when the game says you’re hungry. Wait until you’re starving and below 50% health. This makes each food ration last way longer!

* Don’t eat pasties or meat. When you find an alchemy pot, use the recipe that combines one food ration, one piece of meat, and one pasty to make a meat pie. The meat pie is way more nourishing and gives you a “well fed” health regeneration buff.

* Try to be efficient with your movement and exploration. If you’re not careful you can end up wasting a huge amount of time wandering around not accomplishing anything. This also leads to more monsters being generated which means you take more damage, taxing your resources.

* Along those same lines: always try to fight dirty. If you see an enemy coming towards you try to hit them a bit at range (throw stuff or zap wands) then retreat behind a closed door or around some tall grass. When the enemy comes through the door or around/through the grass, hit them with an attack. You should see a yellow ! mark on the enemy indicating a surprise attack. Now retreat behind another obstacle and repeat. As long as you keep breaking line-of-sight and then hitting the enemy immediately when they reestablish line-of-sight (this also works with ranged attacks) you’ll get guaranteed surprise hits. This lets you defeat enemies more quickly without taking as much damage standing there missing all the time.

* Don’t overdo it though. After you’ve gained some levels and find you easily outclass an enemy then kill them quickly. Leading enemies all over the place takes more time (costing food) and can end up getting you surrounded, causing even more damage!

* Throw stuff down pits instead of carrying it around. This applies mostly to weapons, armour, and scrolls (before you get the scroll holder). Anything you throw down a pit will show up on the next level. This is a great way to avoid running back and forth swapping items when you’re low on inventory space and you want to sell things or do alchemy. Don’t throw potions though, they break (but do throw them at enemies or obstacles when the situation calls for it!)

Re: Shattered Pixel Dungeon is an open-source traditional roguelike dungeon crawler

#194
post #73

Earlier quoted context omitted.

It's not a roguelike really, but Brogue was my gateway to CDDA (Catalysm: Dark Days Ahead). Not sure if I've lost more of my life to one of those or to Slay the Spire. I don't regret it one bit. Been meaning to get into Cogmind (which seems even more aesthetically appealing than Brogue) and Caves of Qud, but I have children now, and must wait until they are of age before re-engaging with such things.

Brogue was my introduction to the genre. I also tried Golden Krone Hotel, a beginner-friendly title (and the first one I beat)! I played CoQ for a while, too, but there's something about Cogmind that clicked with me. I'm not very good at it, but it's a _total_ blast. And I agree with you -- it is, imo, the most beautiful roguelike that I've seen or played. And it's got hundreds of unique sound effects, too, which mak…

You probably know all this, but for others:

Cogmind is a lot of really thought out small touches that sum up to an engaging experience despite at first glance looking like any other roguelike. It's got great animations/explosions and an intuitive UI.

The developer is the main mod of r/roguelikedev, has been running a great blog for years where he dives deep into aspects of roguelike dev (https://www.gridsagegames.com/blog/), and is also just a wonderful human who genuinely loves supporting the community and playing roguelike games.

Re: Shattered Pixel Dungeon is an open-source traditional roguelike dungeon crawler

#195
post #15

Earlier quoted context omitted.

If you only play open source mobile games and are afraid of wasting your time, make sure you avoid the factory tower defense game Mindustry which presents itself at https://mindustrygame.github.io/

Couldn't play it on mobile. The UI just did not feel mobile friendly at all

What does that mean?

Re: Shattered Pixel Dungeon is an open-source traditional roguelike dungeon crawler

#196
post #152

Earlier quoted context omitted.

I see it as a different model of building knowledge about the game than most other genres. Dying early is part of the process, because each time you die you got to this point in a bit different way, learning other things on the way. If you were hand-held to the very end you'd only see a a narrow path you went through, which is also ok. It's just a difference in the journey, similar to Breadth-First Search and Deep-Fi…

The traps just happen randomly throughout. The best run I had going ended instantly when I hit an alarm trap. It's impossible to recover. I cannot even escape lone enemies without a ring of haste. Yeah, I could have detected that on a search, but I'm usually struggling to stay fed in the first place.

Yes, traps are put in random places. At least they can't be placed on water, grass or ash, so are safer sections to go through without doing search before each step.

That's why it's a really good idea to collect 4 Scrolls of Mapping for levels 1-24.

Re: Shattered Pixel Dungeon is an open-source traditional roguelike dungeon crawler

#197

For those who enjoy SPD I recommend checking out some other popular roguelikes, many of them are also open source. Some of my personal recommendations would be brogue (probably the most beginner friendly), DCSS (friendly, tons of content), ADoM and Cataclysm DDA (a sandbox survival roguelike, quite a unique mix)

Currently hung up on CDDA. Probably the most complicated hardcore game I've ever touched. Learning curve like a brick wall. Incredibly rewarding to master though.

Really love that it's FOSS. I've got a bunch of scripts I run to scan the game files to learn things that are hard to get just from the in game menus.

Re: Shattered Pixel Dungeon is an open-source traditional roguelike dungeon crawler

#199

I started an opinionated and still incomplete guide for new players https://spd-huntress-guide.pages.dev/guide . I didn't put it out there and was going to take it down because I couldn't finish it let alone maintain it. It's impossible to keep up with the pace of Evan's updates so the walk-throughs with seeds probably don't work, but someone might find it useful.

I can't seem to load the page, would love to read.

I don't know why that would be, but someone archived it: https://web.archive.org/web/20240321134120/https://spd-huntr...

Re: Shattered Pixel Dungeon is an open-source traditional roguelike dungeon crawler

#200
post #173

Earlier quoted context omitted.

Coming from classic Pixel Dungeon and a bit of Nethack, I can suggest the following heuristics: - Don’t leave a level without finding a ration - Identify scrolls and potions as early as possible by using them in a safe context - Use doorframes to fight one enemy at a time

I'm rarely even getting to the end of the first level let alone leaving it unprepared!

The real trick to surviving the early game is to abuse the heck out of surprise attacks. Do not fight enemies in the open early on! Throw/zap stuff at them from a distance and then retreat behind a door. As soon as they step through the door, hit them! You should see a yellow ! indicating a surprise attack (guaranteed hit). Now retreat and do it again!

This trick works with anything that breaks line of sight. Doors and tall grass are my preferred options. It even works if you step through a door (closing it behind you) or around a patch of tall grass (to the opposite side of the grass from the enemy) and the enemy immediately opens the door or otherwise follows right behind you.

See my other reply [1] for more tips!

[1] https://news.ycombinator.com/item?id=39779664

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