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Rogule: A dungeon a day keeps the Balrog away

rogule.com

31–40 of 60 posts

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

#31
post #29

Earlier quoted context omitted.

> In fact it may be unrealistic to expect a "daily" game to have that. Why? Plenty of roguelikes and -lites have daily seeded runs. The genre is pretty much optimal for a "daily" format.

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 in 10-15 minutes (if you’re really good)!

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

#36

The manual ("?", top left) says "press the . key to rest". The big dot between the cursor keys doesn't seem to do anything. And on mobile there's no keyboard to push a . key.

It's the button in the middle of the graphical arrow buttons. You need to tap it more than once to see your health start to go back up. Similar to other games of the type.

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

#37
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.

There is a rest button!

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

#38

Well made! Clever to use Twitter as scoreboard, though there should be some key-based method to verify people aren't fabricating their scores :D

Or posting spam / advertising competing games.

I wonder why twitter hasn’t explored exclusive hashtag write access, coupled with api, as a business model. Maybe if they were less dev hostile.

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

#40
post #24
post #8

This is the type of thing where I am staying up just to play it again. I would suggest a simple "how to" pop up, like a question mark button on the side.

4 hours later -- I see a question mark button on the upper left side. It shows a very brief but useful set of instructions.

This is why I sometimes let support tickets “mature” sometimes ;)
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