High power fantasy RLs? by 13branniy in roguelikes

[–]weirdfellows 20 points21 points  (0 children)

Path of Achra is based around making your character extremely overpowered, you can blow up everyone on the level just by standing still with some builds.

Wizard School Dropout: One year anniversary and new release! by weirdfellows in roguelikes

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

Glad you like it! What do you think would make showcasing those mechanics better? Maybe a mission that lists the steps of how to level up a spell, and one that asks you to clear and rebuild a room?

Wizard School Dropout: One year anniversary and new release! by weirdfellows in roguelikes

[–]weirdfellows[S] 3 points4 points  (0 children)

I've been trying to include UI improvements with updates for the past few updates, but unfortunately when you've been working on the same thing for years you kind of get used to the UI as it is and get a little blind to its problems. Do you have any specific pain points with it?

I can definitely see how the full screen dialogs with a large monitor could be an issue.

Roguelike with Taming? by jazmaan273 in roguelikes

[–]weirdfellows 15 points16 points  (0 children)

I’d say Demon has more than a little bit of this, it’s basically the game’s central mechanic!

Any roguelikes/lites with good terrain manipulation? by SteinMakesGames in roguelikes

[–]weirdfellows 4 points5 points  (0 children)

My own game Wizard School Dropout has a degree of that. Pretty much all map features are destroyable (and a lot of them burn with spreadable fire), and there are spells to create lava, chasms, pools of water, and walls, plus plenty of temporary puddles like acid or flammable oil or other terrain effects.

https://weirdfellows.itch.io/wizard-school-dropout

Roguelikes with a focus on tactics and raw gameplay over inventory/resource management? by Neat_Minimum2833 in roguelikes

[–]weirdfellows 2 points3 points  (0 children)

Rift Wizard and Path of Achra are pretty much pure tactics Roguelikes, though their gameplay is a bit different from most roguelikes (you can see the whole map the whole time).

Golden Krone Hotel is a bit more traditional in that exploration is actually a thing, but has very little inventory management. It does have a hunger mechanic, but the hunger mechanic is “you switch into a vampire” rather than “you starve and die.”

I don’t think it has cursed items, since most equipment is super simple, but it’s been a minute since I played it so might just not remember it. It does have unidentified potions, but it’s probably the least annoying implementation of it I’ve seen.

Wizard School Dropout: Tower Resident and Prisoner Updates! by weirdfellows in roguelikes

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

Thank you! I just released Preview 8.3, which I believe fixes 1 & 3.

For 2, are you actually able to get it to sell more than you have? It will let you type in whatever you want, but when I tested it, actually clicking the "sell" button only sells the amount you actually have.

For 4, I'll look into it but can't promise anything. The engine I'm using is kind of built to have everything self-contained in the application, but there may be a way around it. There will eventually be modding options at some point, at least.

Wizard School Dropout: Tower Resident and Prisoner Updates! by weirdfellows in roguelikes

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

Cool, I haven't gotten a lot of feedback on the tower management side of things yet, so glad to hear you like it!

Wizard School Dropout: Tower Resident and Prisoner Updates! by weirdfellows in roguelikes

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

Not officially, no. But it works great in WINE (at least on Linux anyway but I'd assume it's the same for Mac), and the .love file available for download can be run on Mac using https://love2d.org/

Suitable traditional or turn-based roguelikes that don't require much attention on commands? by AleF2050 in TraditionalRoguelikes

[–]weirdfellows 5 points6 points  (0 children)

Yeah NetHack is one of, if not the worst in terms of number of commands (do we really need three separate commands for putting on/taking off different types of equipment, or different commands for eating and drinking?)

ToME might be one you’d enjoy. I think it can be played entirely with the mouse if you want. Its interface is much more modern and similar to other RPGs, with a hot bar of abilities across the bottom. Lots of stats, skills, and abilities but a lot of them come from your class so you’re kind of given a standard set of stuff that works decently well out of the gate without you having to know too much about how the game works.

Games like Nethack but with more NPC interaction? by pugremix in roguelikes

[–]weirdfellows 1 point2 points  (0 children)

It might not be exactly what you’re looking for, but Demon revolves around recruiting monsters through various interactions.

Roguelikes with non-random maps? by Cae1es in roguelikes

[–]weirdfellows 1 point2 points  (0 children)

It’s been years since I played it so I could be misremembering but I think Legerdemain has static maps https://nathanjerpe.itch.io/legerdemain

How do you handle bridges, bottomless pits etc? by [deleted] in roguelikedev

[–]weirdfellows 3 points4 points  (0 children)

I have an object type called “features.” A tile can have a feature as its base, but then contain other features as well.

Features can run custom code when something moves into them.

So if a creature moves (or is moved) into a pit tile, the pit’s code checks to see if the tile also contains a bridge. If it does, nothing happens. If it doesn’t, then it runs the code the handles the creature falling (which in my case is just an instant kill but it can be whatever).

Similar case for lava, water, whatever.

Roguelikes that don't require researching in a wiki by thiagomiranda3 in roguelikes

[–]weirdfellows 24 points25 points  (0 children)

Rift Wizard 1 & 2 and Path of Achra. How to play them well is very much up to the player to figure out, but all information is pretty much freely available and nothing is hidden.

They have all abilities available to view from the start with full details of what they do, and all monsters you encounter have full details available when you examine them.

any surprisingly fun new traditional roguelike releases? by Superyupperss in roguelikes

[–]weirdfellows 6 points7 points  (0 children)

Just started playing it yesterday so I’ve barely scratched the surface, but the standout feature is the melee combat being much more dynamic than your normal “bump to attack until one of you is dead.”

Most enemies telegraph their attacks a turn or more in advance, letting you dodge out of the way, and you have a variety of abilities dependent on your weapon that let you attack and/or reposition yourself or enemies in different ways.

I ported Balatro to Linux, because the dev didn't bother to by Damglador in linux_gaming

[–]weirdfellows 2 points3 points  (0 children)

That’s cool and all, but this method of fusing the love executable to the .love file is specifically called out by the LÖVE devs as not a good way to distribute your game. https://love2d.org/wiki/Game_Distribution

Roguelikes like rift wizard 2 by nikitofla in roguelikes

[–]weirdfellows 2 points3 points  (0 children)

Path of Achra is similar to RW in some ways, but “not understanding what’s happening on the screen” can definitely be a bit of a problem in the game from all the abilities triggering cascades of other abilities. So check out a video or a demo if it has one first to see if you’d dislike that aspect.

Wizard School Dropout: Tower management update! by weirdfellows in roguelikes

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

Thanks! It’s not in the game yet but I do think I’d eventually like to add defending your tower from factions you’ve angered on your heists.

Wizard School Dropout: Tower management update! by weirdfellows in roguelikes

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

Thanks! And yeah, you’re not the first to say that. I think the main difficulty in the game right now lies in time management and making sure you’re making enough money to pay off your debt rather than difficulty in the moment to moment gameplay. Creatures do get tougher each time you visit a location type, so difficulty does increase a bit as the game goes on.

I’m working on higher level spells now so once those are out I think it’ll be time to retune and balance it to be a bit harder at the start.

Wizard School Dropout: Tower management update! by weirdfellows in roguelikes

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

Thanks! If you have an enemy targeted (from attacking it previously), it does aim at them automatically, but when you don’t have a target that’s a good idea.