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Author Topic: Smart Kobold Roguelike  (Read 12410 times)

Fanofgaming

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Re: Smart Kobold Roguelike
« Reply #30 on: February 23, 2012, 09:53:48 am »

Just beat it after my  fifth or sixth attempt.

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Kogut

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Re: Smart Kobold Roguelike
« Reply #31 on: February 23, 2012, 12:04:10 pm »

Spoiler (click to show/hide)
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klingon13524

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Re: Smart Kobold Roguelike
« Reply #32 on: February 23, 2012, 01:57:50 pm »

This guy has made a load of neat things. I played Powder to death on my DS. Never beat it but enjoyed every minute.

This actually has z levels of a sort, but very smooth. I had a tunnel wrap around and go OVER another tunnel. It was awesome, and jesus !@#$%^&*, how do you lure them out without getting absoultely rolled?
The way he does 3D is really nice, confusing at first, though.
It makes me brain fart. Any tips for adjusting to it?
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DrPoo

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Re: Smart Kobold Roguelike
« Reply #33 on: February 27, 2012, 09:15:18 am »

I love this game.
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USEC_OFFICER

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Re: Smart Kobold Roguelike
« Reply #34 on: February 27, 2012, 12:32:41 pm »

I finally managed to clear out a level in this game by ambushing a kobold mage for his wand (I found the vaults, and then ran away into the nursery. A group of kobolds then chased after me. The first one through the door was a mage, so he couldn't snap his wand in time). After that I could easily slaughter the kobolds, since the warriors would blunder into my shots, while I could chase and kill the archers. Slaughtering the kobold babies was sweeter than it should have been.

After leaving the dungeon I read the little blurb. At the end was:

"You find yourself in the same situation, back in the dungeon." (Or something like that)

Lol Nope. I hit the quit button as fast as physically possible. Ah, what a great game (until you play it, of course).
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Volfgarix

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Re: Smart Kobold Roguelike
« Reply #35 on: June 29, 2013, 07:25:40 pm »

[Necromancy time!]

Really nice game, that music, that health indicator and these quite smart, little kobolds. I managed to win this in second time.
Going around cave, where you don't know, which way changes depth (unless you use meditation and have good memory) is bit confusing, but original and interesting.
Actually it's hard to sneak into their cave, because I get seen at start by these two kobolds, but I think this is possible.

It's good game and I hope game's updating will start again.
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MadMalkavian

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Re: Smart Kobold Roguelike
« Reply #36 on: June 29, 2013, 09:23:09 pm »

[Necromancy time!]

Really nice game, that music, that health indicator and these quite smart, little kobolds. I managed to win this in second time.
Going around cave, where you don't know, which way changes depth (unless you use meditation and have good memory) is bit confusing, but original and interesting.
Actually it's hard to sneak into their cave, because I get seen at start by these two kobolds, but I think this is possible.

It's good game and I hope game's updating will start again.
If you didn't notice it was a seven-day roguelike. That means that all development on the game must be finished within a week and that the only further development past that would be bugfixes and such. Needless to say that development on this game stopped a long time ago and will never start up again.
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Haschel

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Re: Smart Kobold Roguelike
« Reply #37 on: June 30, 2013, 12:31:15 am »

This guy's first 7DRL was You Only Live Once back in 2006... That's a seven year YOLO! Does this guy know how to predict trends or what?
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Cthulhu

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Re: Smart Kobold Roguelike
« Reply #38 on: June 30, 2013, 12:46:27 am »

I guess I just don't understand something fundamental about this game.  I was never much for losing is fun, unless it's just a great loss, so these kind of shenanigans aren't really amusing.  Tucker's Kobolds is similar, maybe in practice I would've liked it more but from the story it just sounds like the DM setting up the dungeon to be almost impossible if the kobolds use the tactics and abilities he gave them.  Anyone can do that, that's not difficult or fun to do.

How does stealth work in this?  Sometimes I'm spotted as soon as the game starts, and since the kobolds immediately head to the vault, I may as well quit at that point. 

« Last Edit: June 30, 2013, 12:49:32 am by Cthulhu »
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MetalSlimeHunt

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Re: Smart Kobold Roguelike
« Reply #39 on: June 30, 2013, 12:59:46 am »

Spoiler: Winning Strategy (click to show/hide)

Tucker's Kobolds is questionable but has some merit. I'd see it as a valid thing if the Kobolds are statwise vanilla, just employing squad tactics and various looted items from the other poor bastards that went after them. Just that is enough your average player, especially since a lot of people don't go to combat with anything beyond smashing against each other until one side dies. Any kind of tactical actions will throw such players severely off guard.

Overall, I'd say the point of Tucker's Kobolds is to demonstrate that how one uses creatures makes far more of a difference than what creatures are actually used. As the article points out, Orcs given the TK treatment could probably take down a high-level party.
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Haschel

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Re: Smart Kobold Roguelike
« Reply #40 on: June 30, 2013, 01:06:51 am »

Spoiler: Another Strategy (click to show/hide)
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Cthulhu

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Re: Smart Kobold Roguelike
« Reply #41 on: June 30, 2013, 01:20:14 am »

Apparently they're not though, they have split-move and shoot so a kobold with a crossbow (remember the whole point of crossbows was that they equalize a power disparity!) can pop out, take a shot, and then get back into cover.  That's broken as hell.

Spoiler (click to show/hide)

Okay, I beat it.  I guess the idea is interesting, seeing how a dungeon might work if the opponents weren't loot pinatas, might be interesting to see something like this in D&D (though you can't cheese the pathing in real D&D.  Then again, in real D&D your players probably aren't dumbasses who go in with no ranged or aoe capability).  I usually try to make things at least a little like this, but it's a tough line to walk between a dungeon that's meant to be purely realistic and an adventure theme park.  I can remember a few occasions where I set up encounters involving tactics and careful synergy only to run the adventure and find my clever encounter threatening a TPK and a ruined campaign.
« Last Edit: June 30, 2013, 01:50:56 am by Cthulhu »
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