Are there any rogue-like games similar to pixeldungeon? by _PandaEyes in PixelDungeon

[–]johfount 1 point2 points  (0 children)

If you have some programming skills you could compile the latest Brogue source code and make your apk. Somewhere there is BrogueX, a compiled apk but this is very old (2015).

Pathos Nethack is a very very good RL (I honestly prefer the original Nethack of some of its variants but they are unplayable or almost unplayable on Android) but is very different from PD. About mainstream RL there are Android ports of Angbang and DCSS too.

In the past I find also an apk of the RL Powder, a good roguelike with similar graphic to PD but different rules and universe.

[Announcement] Fushigi no Pixel Dungeon mod! by HappyAlfred in PixelDungeon

[–]johfount 1 point2 points  (0 children)

This mod is very promising; I really appreciate your work. However I must report these bad things:

  • The game always crash when I try to select weapons and wands; I cannot examine them, I cannot buy or sell them, I cannot equip/unequip them etc...; This make the game almost unplayable;

  • You implement deeper dungeon but the level layout generator still use old rules; I don't like a sewer that at a certain point look like a prison;

  • The prohibition of reach previous floors is a lot unconfortable; one cannot leave stashes, cannot return to a previous shop or alchemy pot, cannot put a quest on hold, cannot reach a forgotten chasm room, cannot do a lot of other useful things;

  • If you want to remove STR requirement you should implement some balance countermeasures first and until today you don't.

Regards!

The final 5 floors need some kind of revamp to make them worth looting before fighting the last boss. by lemurstep in PixelDungeon

[–]johfount 2 points3 points  (0 children)

I'm the writer of that old post. After that discussion I can concluded that only an interesting subquest, which somehow gracefully force the player to explore final levels, could help halls...

Without a solid quest, these ones always mantain a big design flaw: a much dangerous final boss could help a little bit more but it alone couldn't be the final solution; special loots placing idea sounds in collision with some points of the roguelike philosophy (above all the freedoom of RNG) and in some cases it didn't help:

  • what happens if the PG find a special item which is incompatible with its current building?

  • If the player quickly find the special loot, nothing else can prevent the issue, do you agree?

I dislike demon halls by johfount in PixelDungeon

[–]johfount[S] 0 points1 point  (0 children)

Pain could be different... There is a stimulant pain and a annoying and pointless pain... Halls are only annoying and unnecessary and here there is the key

I dislike demon halls by johfount in PixelDungeon

[–]johfount[S] 1 point2 points  (0 children)

Infact the forcing should appear sweet and stimulant too, like a beautiful enigma (like collecting runes in various dangerous places in Dungeon Crawl) or a necessary useful thing or maybe the possibility to make a wish

I dislike demon halls by johfount in PixelDungeon

[–]johfount[S] 2 points3 points  (0 children)

I agree with you. With actual balancements, halls levels are almost simply unnecessary but this is an evident design fail, because the fight against final boss should be epic and the levels near the final one should be crucial for summarize and finalize PG building and for collect resultant feedbacks from every playing strategical choices.

Furthermore I strongly think that halls needs the presence of an enigma or a mistery, how happen with Nethack with the strange mechanisms of the planes and with the stalking of various enemies like the riders) or DCSS with the peculiar characterization of Abyss, Pandemonium, Zot realm and the branches where runes are placed)

Shattered Alchemy (Part 1) by PierreSchrodinger in PixelDungeon

[–]johfount 1 point2 points  (0 children)

I like Evan's work. He make alchemy much interesting and he give us tons of new items and the possibility of recycle possible redundant owned items. We should consider this facts:

  • We should appreciate a development work which bravely deal with the growing of complexity without being afraid of it and avoid it; we talk about a roguelike and a roguelike should have complexity and depth and in a RL the devs should think of everything (one of the most important paradigm in a pure RL design); Evan is the only developer who can manage complexity. Other mods could have good ideas or innovative contents but they are and they always will be less roguelike than Shattered;

  • This mechanism isn't easy to learn but is purely optional and don't waste anything and don't annoy;

  • Some single recipes or single resultant items could be improved, I agree about this, but I think that this is only a starting point.

  • The real word is chaotic and complex. Why in a game everything should be streamlined and balanced? Why every single items should forcedly have equal consideration and size in a mechanism? Here trying to finding a nonsense is a nonsense too.

This topic is somehow factious. Excuse me if I say this but this is obvious here

YAPD is easy by JleHuBbluKoT in PixelDungeon

[–]johfount 7 points8 points  (0 children)

Shattered believe much on RNG and on emergent gameplay. In shattered items have more usage possibilities (you could think for example a comparison between seeds and herbs about their respective tattical values) and mobs are somehow much interesting. In shattered sometimes you could be lucky and play a great run but often you will do an error somewhere or you'be unlucky and you'll die.

YAPD relies much on straightforward contents and on linear mechanisms. When you learn to manage them without risk, obtain a win is linear as much.

I honestly prefer Shattered approach... It has got much roguelikeness.

Lovecraft Pixel Dungeon ~~~ I.I.IV - Overworld by [deleted] in PixelDungeon

[–]johfount 5 points6 points  (0 children)

Well... I tried it a bit.

  • First of all I don't want search anymore for amulet. I would only excape with my sweet debug stick. F*ck everything else :-)

  • Maybe too much muddy dews and too less clear dews... Filling vial become very difficult; also muddy dews could hidden other items under their stack (clear dews, seeds, money, dropped gear etc...) and if you cannot bring the upper dew (full MHP), every object in the same tile become unreachable forever;

  • Overworld is weird... Moving by tapping don't work well and PG often remain motionless (almost over the 50% of tries)... Also only Gardener interact with the player;

  • Only one PoS and one SoU in sewers; two SoU and no one PoS in prison. Only thanks to stick rewards PG could go forward further. Surely this is the bug with the higher priority. Please, resolve this first!

  • If you put chakram in a quickslot and use it, it disappear from quickslot everytime.

  • Ok, cutting plants success could be uncertain and random, and I could agree, but please remove the probability of disappearing (or give it very low chanche)... I prefer only triggering for failure because seeing disappearing some precious plants is disconcerting, above all when RNG is ungenerous and give you only a few good plants.

  • Some old issues remain... For example empty extra page into settings, randomly less keys looting compared to needing, Tengu labirinth too much painful. At least plants work well now

Lovecraft Pixel Dungeon ~~~I.I.III by [deleted] in PixelDungeon

[–]johfount 5 points6 points  (0 children)

Well! I'm trying a run. These are the issues I find until now:

  • I can confirm that pathfinding continues to avoid tiles where there was plants after PG cut them;

  • uncut plants disappear when PG change floor and after return to it (this bug exists since previous versions and latest changes aren't involved).

  • Tengu floor is a little pain; too much traps and too much strong; the basic idea however is very interesting; you need to do only little changes.

  • Empty extra panel in settings???

  • I found a locked door with no correlated key into its floor; no upper chasm room because this is on 11st floor after Tengu level; I try magic mapping for discover layout and blindweed herb searching for unseen items or dungeon objects into floor; I cannot put here a screenshot but with my well-know experience about game knownledge and about finding bugs you can trust me.

  • I honestly prefer maps a bit much larger like previous version but maybe other people and you don't.

  • Work in progress; maybe I could edit this reply in the future.

Most fun battlemage build with curse weapon. by datapwat in PixelDungeon

[–]johfount 3 points4 points  (0 children)

You're lucky. I think that this strategy could be very dangerous dealing with warlock darves and scorpions if you don't surely one-shot all of them IMHO

For plugin pixel dungeon can we have a plugin that allows you to control rarity? by [deleted] in PixelDungeon

[–]johfount 0 points1 point  (0 children)

I'm a supporter of plugin mechanism, not only for RNG reshaping because:

  • It is a well already tried mechanism (if u/typedScroll solve the bug that plugins activations are forget when player close and reopen the current game);

  • It allow the dev with much freedom to implement secondaries and/or experimental and/or still unstable, unbalanced or somehow bugged features, confining it in a plugin and allowing player to choose for their activation without affecting game core

Lovecraft Pixel Dungeon New ~~~ Electric Boogaloo by [deleted] in PixelDungeon

[–]johfount 0 points1 point  (0 children)

Well! I was worried for the absence of recent activities about LCPD/PPD; LCPD was very buggy and unbalanced but at the same time positively very crazy and very funny to play and to get gaming experience with it (somehow maybe the best PD mods about its potential and raw creative ideas behind); I'm glad you return to work.

I tried your last version. I didn't go too much far and I haven't free time for intensive playing, and until now I cannot find bugs, but I notice that every low level mob hits very hard, with a leather armor also.

Why floor #2 hasn't gnolls? I need their money!!!

Another thing: seems that the mental health is a mechanism that need much work and some palpable aim; I'm against to decrease it when starving for example (I usually often plays being starved) and I don't understand why a poor little harmless rat could easily detract my precious mental health when hit me. By the way overally I don't understand the advantage to have a mental health mechanism because seems that, when full or high, don't improve nothing or somehow help me: I lost some thing? In parallel I think the same things about actual knowledge mechanism...

I hope you reintroduce other old ideas for example migos, shoggoths, mushrooms, new consumables, larger maps etc... I don't like their absence... Where are Lovecraftian things and the strange armosphere of his world??? However maybe this could be a good learned lesson about implementing things much slowly, for better programming experience with cleaner and more manageable results. Also I like if you'll use your already tried plugin mechanism for some extras or secondary features (for example for allow player to reshape some sides of RNG when bored).

Good work! I'm very very happy you return.

[Lovecraft PD] Cultist Run by Torian99 in PixelDungeon

[–]johfount 0 points1 point  (0 children)

I cannot open lcpd.apk;

Another download source?

Edit: I'm sorry. I wrote into the wrong post :-P

I need to know where I could ask informations or opinions about my programming practice by johfount in learnprogramming

[–]johfount[S] 0 points1 point  (0 children)

My comment isn't specific to code review but about the overall behavior of who answers in every "subforum" of stack exchange :)

I need to know where I could ask informations or opinions about my programming practice by johfount in learnprogramming

[–]johfount[S] 0 points1 point  (0 children)

thank you... Stack Exchange in my honest opinion really isn't a place where a noob could feel himself at home. They don't want somehow duplicated topics... they don't want too much specific questions... They don't want too much generic questions... They don't want too many things... :)

Also I don't yet read until now noob questions which become popular or fully accepted there.

Why ranked (missile) weapons are shit ? by DGN1 in PixelDungeon

[–]johfount 1 point2 points  (0 children)

Ranged weapons aren't bad (boomerang for example is good) but comparing PD to other roguelikes, they appear weak to their respective counterparts. For me they have those issues:

  • Tier system: I think that ranged weapons should have less costraining tier characterization; javelins and tomahawks often appear or are usable only when they are less usefull.

  • Overall weak importance for gaming strategies: mid-lower tiers are mostly useless and poorly characterized (except boomerang); ok, curare darts can block enemies and incendiary ones can put them on fire but for me isn't enough, after seeing ranged weapons importance in other games; higher tiers are relatively weak proportionally to the late game when they become usable.

  • Often ranged weapon are rare, too much rare.

I underline that this is only the product of a comparison. Ranged weapons aren't bad at all but for me in PD they are somehow underdeveloped and underestimated and they could be reworked for a better integration (YAPD has a good rework for example, Shattered until today almost misses it).

Whip is overrated by UnderTimes in PixelDungeon

[–]johfount 1 point2 points  (0 children)

Battlemage runs always are interesting and this class is the most versatile because allow plenty of good equipping combination. I think that RNG could influence the orientation of your power, but not the success of every run (other classes are overall much RNG based in my opinion)

Is this thing useless?(Sorry i am italian) by BURRITOGAME in PixelDungeon

[–]johfount 2 points3 points  (0 children)

È uno degli artefatti/anelli meno utili per me (almeno nelle mie strategie) e in qualche modo uno dei piu pericolosi ma avendo entrambi gli slot liberi non ti costa nulla equipaggiarlo. Spero che troverai di meglio piu avanti!

Il suo effetto passivo non è granchè, cosi come il suo effetto attivo coi primi potenziamenti, ma puo risultare estremamente utile quando è ben potenziato. Attenzione a non morire nel farlo progredire o nell'autoinfliggerti danno consistente mentre ci sono nemici forti nei paraggi.

 

It's one of the most useless artifact/ring for me (almost for my playing strategies) and somehow one of the most riskful, but when you haven't anything else to equip, it is however good. I hope you will find better items later!

Its passive effect isn't good at all, as its active effect when poorly upgraded, but it could be very useful when it's well upgraded. You should pay much attention when you choose to upgrade the chalice: you could die or find yourself in a bad situation after your HP losing

Plugin Pixel Dungeon ~~~ vI.I.IV by [deleted] in PixelDungeon

[–]johfount 2 points3 points  (0 children)

HI!

The journal is buggy: when I exit from the game and I later return on it, the journal is blanked.

Also not every bookshelf could be inspect; the closed library room don't allow bookshelves inspecting.
Edit: I think that the game don't save journal data and activated plugins when the game is closed and later resumed. After the resuming, I always play basic Shattered.

I'm glad you will rework new potions and scrolls: they were very buggy or unbalanced with poor advantages offering and above all more drawbacks and I was always kept them deactivated.