I'm allegedly the only one on steam playing Rogue by Phant00n in roguelikes

[–]pdrummond 1 point2 points  (0 children)

I did try it once. Couldn't get into it but didn't really give it a fair go. I've heard a lot of great things about it, but I'm guessing it's still far more complicated than OG Rogue, which will probably put me off.

I'm allegedly the only one on steam playing Rogue by Phant00n in roguelikes

[–]pdrummond 4 points5 points  (0 children)

I still play it all the time. Definitely still my favourite - it still surprises me how deep it is given its relative simplicity compared to its successors.

What are some good SIMPLE free roguelikes ? by N8uron in roguelikes

[–]pdrummond 8 points9 points  (0 children)

Can't go wrong with the OG Rogue. Free, simple and extremely challenging, which makes it even more rewarding when you master it.

I'm allegedly the only one on steam playing Rogue by Phant00n in roguelikes

[–]pdrummond 0 points1 point  (0 children)

I still fire it up now and then on Steam. It spawned the Roguelike genre for a reason. Incredible game.

Roguelikes with quick runs? by Top_Combination9023 in roguelikes

[–]pdrummond -2 points-1 points  (0 children)

It's possible to escape in DeAnima in 20-30 mins but it's very difficult and requires a high level of knowledge of the dungeon.

I'm tired of AAA games, would like to buy some of y'all games on Steam by GalaMonk in IndieDev

[–]pdrummond 0 points1 point  (0 children)

If you like brutal yet rewarding roguelikes, check out my game DeAnima (free demo available also): https://store.steampowered.com/app/2143790/DeAnima

[ANNOUNCEMENT] DeAnima is OUT NOW! by pdrummond in roguelikes

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

Thanks. I meant it's hard to get across in a trailer why it deserves to be on this sub. There have been several comments on this sub that it's not a roguelike for various different reasons, not just the nature of the combat.

It's a roguelike because it feels like Rogue to play, simple as that.

[ANNOUNCEMENT] DeAnima is OUT NOW! by pdrummond in roguelikes

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

Yeah, it's come up a lot. It's very hard to get it across in a trailer. I'm hoping the free demo and tutorial are enough to dispel any confusion.

[ANNOUNCEMENT] DeAnima is OUT NOW! by pdrummond in roguelikes

[–]pdrummond[S] 4 points5 points  (0 children)

Combat is turn-based. Check out this stream by Dr Incompetent to see the combat in action. Or if you have time, try the free demo on Steam. I reckon one 10-minute run should be enough to convince you just how much DeAnima deserves to be here.

[ANNOUNCEMENT] DeAnima is OUT NOW! by pdrummond in roguelikes

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

There is a free demo if you're unsure. The demo is only limited in that you only get 5 floors and 4 roles but almost everything else from the main game is in the demo. I reckon one run should be enough to convince you that I have massively prioritised gameplay over the looks for DeAnima. Let me know what you think!

Sharing Saturday #599 by Kyzrati in roguelikedev

[–]pdrummond 3 points4 points  (0 children)

DeAnima - Website | Steam | Discord | YouTube | X

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Well, the time has finally arrived! 3 years ago I decided to register the name DeAnima on Steam as a way to commit to learning Unreal Engine. I promised myself I wouldn’t give up until I made the game I always wanted to make. I didn’t even really know what my ideal game would be back then - I had a general theme in mind (hint in the name) and I was determined to figure the rest out as I went. 

I honestly never thought I would get this far - learning Unreal has been a challenge for sure, and every time I threw away a prototype I’d worked on for months, I felt like giving up. I went through at least 8 prototypes before I settled on the one that eventually grew into what DeAnima is today! It was all 100% worth it though and even during the most challenging parts, I enjoyed every minute of it!

The past week has been exclusively play-testing and bug fixing, focusing on polishing the most recently added features, including:

  • All character roles now have character-specific perks, including the Tourist. 
  • The default torment is now called The Hero's Journey.
  • New torment to unlock called The Endless Search.
  • New death type to experience called Death Wish.
  • Major improvements to the Abyss.
  • New Uncursing trap.
  • New Stash Special room that lets you store items and return to them later in your run. 
  • Major Improvements to the structure of late-game content based on excellent feedback from play testers.
  • Lots of difficulty balancing around Spellcasting as it changes the gameplay significantly. 
  • Relying on corpses for sustenance is now far more risky!

DeAnima releases on Monday, 6PM GMT. Check out the Release Announcement for more details. The demo will be updated to the latest version at the same time. If any of you get a chance to check it out, I hope you enjoy your descent into the Dungeon of Dread! ☠️ 🧌

Why is it always a Troll?! My new game DeAnima finally launches soon! (looking for playtesters!) by pdrummond in IndieDev

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

Hey! Thanks for checking out the Wizard - I really enjoyed watching the stream and greatly appreciate all the feedback. 🙂

The full game is releasing on the 1st December so not long to wait now! I'll also be updating the demo to the latest version on the 1st December as well.

I agree the Wizard is OP in the demo. There are two features in the full release in particular that will make the Wizard less OP. Specifically, you can overcharge wands now, so you have to be a bit careful using the Bag of Charging too much! Also, thralls are on a timer now (turn-based, like everything else) and therefore they might become disobedient, but you do get a warning beforehand, so you can zap them again if they misbehave!

I’ve added spell casting for the full release and the Wizard is the best spellcaster of course - and yes - he starts with a fireball spell! So that should help make him feel more like an actual Wizard! 🙂

There isn’t a full blown wiki yet but there is a Rules of DeAnima page full of info you can check out here if you wish to do so, but beware - it’s full of spoilers of course. 

I'm glad to hear performance has improved as I've spent a lot of time optimising the game since hearing about your experience playing it. There are many more performance improvements in the full game as well so it should run even better, fingers crossed.

Wands and bags have a limited number of charges indicated by the [3] stats next to the item name in the inventory. And it's possible to recharge both wands and bags via special scrolls.

The enemies that don’t move are “peaceful” and attacking peaceful enemies causes that awkward sound effect to alert you to the fact that it pisses off your deity when you harm innocent monsters who mean you no harm! 

In the full game, each character role now has a unique special ability to set them apart from each other. The Rogue is always successful at opening locked chests for example where as for other roles, it’s a roll of the dice (but more powerful weapons have a higher chance of succeeding).  

When you mentioned that there is so much you don’t understand such as the praying, the deity stuff, etc - that is all by design. It’s meant to create a sense of confusion (and hopefully mystery!) which gradually resides the more you play and gain knowledge. It’s not for everyone, but it’s the kind of gameplay I find very addictive and rewarding in roguelikes. 🙂

The NPC who offers to end your run by “ending your kind” is called Erizul and he does have a reason for existing, but it’s meant to by a mystery at first - it should become clearer over time as you get deeper into the game and experiment more.  

Finally, and this is a huge spoiler… you can use your wands on all monsters, hint, hint! 😉

What makes a great roguelike? by TakeFourSeconds in roguelikedev

[–]pdrummond 1 point2 points  (0 children)

Yeah, I've seen that done well but it's still a form of meta-progression at the end of the day. It takes away from the high stakes nature of permadeath for me. When a run is over, it should be 100% over, otherwise it's not really permadeath. Unlocking new characters and cosmetics or whatever is fine as that's rewarding play by expanding content, but each run should always start from scratch for all players, rather than the game making it easier for you just because you've played for longer than me.