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Author Topic: Action Roguelike(like)s  (Read 5934 times)

Robsoie

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Re: Action Roguelike(like)s
« Reply #45 on: February 26, 2013, 08:03:43 am »

Yeah, I can't stop playing it. At first I thought it was too hard and I died all the time at the first boss. But now after I got the idea and into the flow of it I can make it to the 4th stage. Which is just the 3rd stage but harder and you have to fight like 8 bosses at the same time, plus about 100 mobs. I really hope the devs decide to go all the way with this one and add a ton more content(which I think is the plan) It has cult classic potential I think.

Yes, definitively lots of potential in Risk of Rain, i hope they'll continue to develop it, i'm not very good at it but it's surely going to have its own niche once it get more content.

My best attempt was reaching the 3rd world, but by the end of the 2nd the difficulty reached "impossible" already.
Probably due to some enemies in the end of the 3rd world were taking too much time to kill (difficulty increase with time is a nice way to keep the player moving), and i accidentally fell a long, long way down, adding a lot of time to get back on the top platform in which the boss and the teleporters.

And in the 3rd world with multiple bosses and near unkillable "normal" enemies (each shots were doing so few damage to each of them, it was hopeless)


Is there anything to unlock yet ?
The miner seems hilariously hard to keep alive, the dash forward and the dash backward skills are the only thing you can use apparently (the normal attack being a melee one put you at harm way, as every enemy deals a lot of damage from close)

I noticed that the "item log" in the main menu that seems to serve as some encyclopedia about your discovered items does not seem to keep all the items i discovered for each run and reset at each new run, not sure if it's intended (in this case it's useless) or a bug.

But still, lots of fun and action in this nice platformer mix with roguelike.
« Last Edit: February 26, 2013, 08:06:45 am by Robsoie »
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Freshmaniscoolman

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Re: Action Roguelike(like)s
« Reply #46 on: February 26, 2013, 10:15:40 am »

I tried Risk of Rain, it's pretty easy to escape from those land creatures thing, but the jellyfishes are hard to kill.
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joey4track

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Re: Action Roguelike(like)s
« Reply #47 on: February 26, 2013, 04:52:25 pm »

Oh hell yeah, Toe Jam & Earl!! That must've been my first roguelike(like) experience. I never had a Genesis but I made all my friends with a Sega get that awesome game. I still play it occasionally on an emulator.

As for Risk of Rain, which I think deserves its own thread actually(I will make one when they begin their kickstarter coming soon) I can say that what seems impossible will certainly become possible after a bunch of plays. I thought I was getting good at this game and then I saw this video recently posted on youtube: http://www.youtube.com/watch?v=XRSdttjDtWE

And about the miner, if you can get into his style he actually has more survivability than the commando, I just don't think he's as much fun as the commando. Also in the early alpha version it doesn't seem to save your item log after you quit game. I've played long enough to unlock everything in the item log except for the 4th box from the beginning. Not sure what that one is. Also, I don't think there is any true 'unlockables' in this early alpha version but I'm sure a lot more content is going to be added as the buzz for this game is quickly growing.
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Neonivek

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Re: Action Roguelike(like)s
« Reply #48 on: February 26, 2013, 05:09:34 pm »

A lot of games get put under roguelike or roguelike-like these days but I never understood why FTL was lumped in. FTL is more of a strategy/sim, it's nothing like a roguelike really but it's a cool game. Also I'm talking action-roguelikes and there isn't much action in FTL   :P

What was actually the first game that started this trend of weakening the term of Roguelike was Diablo. Which was considered a: Action MMORPG Roguelike.

All a roguelike is right now is "Randomised or generated levels and stages". As long as it has that it is justified as a roguelike.

In fact Spore's Creature Phase can be considered a Roguelike.

---

Mind you this had a lot of advantages and disadvantages

The Disadvantage is that a lot of rather undeveloped games lump themselves onto the term roguelike in order to get a popularity boom it doesn't deserve... Or games that were never considered roguelikes and never attempted to be a roguelike were lumped in with them in rather obnoxious ways.

The Advantage is that a lot of well developed games that use Roguelike gameplay elements are not only being made but getting the popularity boost they rightfully deserve, especially since many roguelike gameplay elements could easily be translated into other genres.
« Last Edit: February 26, 2013, 05:13:22 pm by Neonivek »
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Bitoru

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Re: Action Roguelike(like)s
« Reply #49 on: February 26, 2013, 06:07:56 pm »

The corruption of the term roguelike has transformed what once was simply a genre's name to what now is a buzzword slapped on every single game with permadeath and/or procedural content generation to make it look more attractive to the ""hardcore"" audience. It's like comparing every slightly-harder-than-average game to Dark Souls. It's happening, and it's really silly.
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freeformschooler

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Re: Action Roguelike(like)s
« Reply #50 on: February 26, 2013, 06:12:42 pm »

Then again, randomly generated levels as a feature are definitely starting to catch on (not sure about Permadeath). Games like Minecraft have them and don't call themselves "roguelikes."

The main thing I don't like about randomly generated things is they don't usually require much thought. And games with cool puzzles and shortcuts and secrets that require a lot of thought (like most Zelda games) are finite. This may just be because it's hard to teach a computer to create mentally challenging scenarios.

On the other hand, turn based strategy games (maybe RTS games?) like Wesnoth and Civilization commonly have random maps as an option and require a lot of thought, but the strategy comes from the nature of the game rather than puzzling level design.
« Last Edit: February 26, 2013, 06:14:43 pm by freeformschooler »
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varsovie

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Re: Action Roguelike(like)s
« Reply #51 on: February 26, 2013, 06:22:29 pm »

The main thing I don't like about randomly generated things is they don't usually require much thought. And games with cool puzzles and shortcuts and secrets that require a lot of thought (like most Zelda games) are finite. This may just be because it's hard to teach a computer to create mentally challenging scenarios.

 :o

You need to try programing some. Making RANDOM content is easy, making procedural interesting and gameplay relevant content is a lot of work.
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Neonivek

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Re: Action Roguelike(like)s
« Reply #52 on: February 26, 2013, 06:22:42 pm »

My issue with randomly generated levels is that often they are just poorly constructed levels.

The major exception to this in the action category is splunky, which has a rather decent stage generator.

It is why I have developed the "Ignore salespitch terms" method.
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freeformschooler

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Re: Action Roguelike(like)s
« Reply #53 on: February 26, 2013, 06:45:00 pm »

The main thing I don't like about randomly generated things is they don't usually require much thought. And games with cool puzzles and shortcuts and secrets that require a lot of thought (like most Zelda games) are finite. This may just be because it's hard to teach a computer to create mentally challenging scenarios.

 :o

You need to try programing some. Making RANDOM content is easy, making procedural interesting and gameplay relevant content is a lot of work.

Sorry, but you heavily misinterpreted me. When I say randomly generated I'm included games that say "procedural generation." I've played plenty of both and the content feels bland, samey and thoughtless in most of them.
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joey4track

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Re: Action Roguelike(like)s
« Reply #54 on: February 26, 2013, 06:49:02 pm »

Well all this is why I like the term roguelike-LIKE. But it is funny to watch some young kid on youtube say this is a 'roguelike' game in reference to one of these action roguelike-LIKEs and you just know that he has no idea what a true roguelike is and he probably just heard the word in reference to Spelunky or Binding of Issac etc...

All in all I think the term roguelike-like is okay for most of these titles. Games that have random generated elements, are brutal, have permadeth, many items and each game (or run to be more specific to roguelikes) is different.
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Neonivek

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Re: Action Roguelike(like)s
« Reply #55 on: February 26, 2013, 06:51:20 pm »

Mystery Dungeon is easy AND lacks pernadeath... and yet fits the definition to a T.

It isn't difficulty or pernament death that really marks them either. It is just something about the type and how the generation is used.
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Bitoru

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Re: Action Roguelike(like)s
« Reply #56 on: February 26, 2013, 07:34:16 pm »

It's more about focus on combat, grid based movement and turn based gameplay.
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freeformschooler

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Re: Action Roguelike(like)s
« Reply #57 on: February 26, 2013, 07:56:05 pm »

It's also about building your character(s) slowly over the course of the game. Think of it this way: dungeons are to Mystery Dungeon as ordinary battles are to Final Fantasy.
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raptorfangamer

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Re: Action Roguelike(like)s
« Reply #58 on: March 01, 2013, 05:00:26 pm »

Curse all of you for getting me addicted to risk of rain! Now that in itself is not so bad. the bad part is that I take too long to die! and I am having fun with it! horrible, isn't it?
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Cthulhu

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Re: Action Roguelike(like)s
« Reply #59 on: March 01, 2013, 05:12:02 pm »

Why not discuss the merits of games, instead of discussing how closely they follow the artificial constraints designated by a collection of noises.
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