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Author Topic: Been playing the heck out of Dungeonmans!  (Read 14639 times)

Intrinsic

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Re: Been playing the heck out of Dungeonmans!
« Reply #30 on: December 10, 2014, 02:07:25 pm »

Well i really enjoyed the free version that was floating around, maybe it still is and worth checking out? Will have to think about buying the final version though, i came to the conclusion there was better free games out at the time.
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bQt31

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Re: Been playing the heck out of Dungeonmans!
« Reply #31 on: December 10, 2014, 02:45:16 pm »

I love it so far, + it looks pretty polished.
Where do the books go though? I collected 2 books from the goblins or kobolds but they don't show in the library or the museum. nvm it's in the museum now
Spells are really fun, I love the decoy thingie and the ice blocks.

edit: gentleman for the win  :D RIP
edit2: Bannerman for the F.ing win!
« Last Edit: December 11, 2014, 12:23:40 pm by bQt31 »
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SirStrange

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Re: Been playing the heck out of Dungeonmans!
« Reply #32 on: December 10, 2014, 09:12:00 pm »

Got this last night and I think I can safely recommend it as I've had a blast so far.

I'd never actually heard of it before last night and ended up buying it because a bunch of the steam reviewers had 100+ hours of gametime.

It reminds me a little bit of TOME with some persistence thrown in, which is a good thing in my opinion.

Enemies that kill you turn into dungeon bosses which is cool. They'll take over the dungeon you died in if there isn't a boss in it already, or they'll make a brand new dungeon if there is. Kinda neat, sorta (sorta sorta) like Shadows of Mordor now that I think of it. Dungeons have some fairly interesting layouts as well, so diving into a cave feels different from climbing up a tower or digging through a crypt.

The animations are done really well and it's surprisingly satisfying to kill things. Character sprites don't actually move, but there are lootsplosions and various spell/skill effects that really bring combat to life. IMO this particular aspect is done much better than in TOME or really any other roguelike I can think of. (I take that back, CoQ feels really good to play as well, but I can't put my finger on exactly why.)

The setting seems a little bland I guess. The only thing that keeps it from being completely generic is the humorous bits, which are done pretty well to be fair.
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bQt31

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Re: Been playing the heck out of Dungeonmans!
« Reply #33 on: December 11, 2014, 12:25:11 pm »

I'm sad I can't make an heavy archer with a one handed weapon + a shield  :(
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Cthulhu

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Re: Been playing the heck out of Dungeonmans!
« Reply #34 on: December 11, 2014, 01:12:02 pm »

It's actually pretty funny which surprised me a bit, and the classes are funny and well done at the same time.  Necromanser, Bannermans, and Southern Gentlemans especially are pretty unique as far as mechanics go.

If you die in a dungeon with a boss the monster that killed you has a name but I've never actually seen one and it credits the kills to the boss, so those monsters don't appear to be persistent.
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bQt31

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Re: Been playing the heck out of Dungeonmans!
« Reply #35 on: December 11, 2014, 01:16:59 pm »

Yes the monsters that kill a 'former dungeonman' become champions (shown by the red glowing aura) and I think, as SirStrange stated, they become the dungeon boss if there is no boss. I love the "eat curse" scroll.
Spoiler (click to show/hide)
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Cthulhu

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Re: Been playing the heck out of Dungeonmans!
« Reply #36 on: December 11, 2014, 01:21:41 pm »

Scrolls are all pretty funny takes on traditional scrolls.  Eat curse gives you bonus maximum health if it eats a curse, there's a curse that exchanges your shoes for a random piece of gear, the cone damage spell summons bees, etc.
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bQt31

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Re: Been playing the heck out of Dungeonmans!
« Reply #37 on: December 11, 2014, 07:44:40 pm »

so yeah I got a "Virulent Mana-scarred Conquering Cosmic Foomleaf Heartseeker +7" bow; feels good
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Cthulhu

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Re: Been playing the heck out of Dungeonmans!
« Reply #38 on: December 12, 2014, 08:43:43 pm »

Good lord. 

So what classes do people like?  I've been liking fightermans and rangermans but I'm beginning to think that there's no real reason not to play Dungeonmans every time unless one of the base classes has exactly what you want.

Like if you want to play a 2h fightermans you've already lost one point by starting with a shield, one you could've put into bows or something.  You could southern gentlemans instead but maybe you don't want to deal with the quirky and kind of awkward Ire system.

I've started always rolling Dungeonmans and just building the class I want to play straight up and I haven't looked back.  Right now a dervish/bow mans has been most successful for me, using medium armor.  He has lots of ways to move around in combat to kite with his bow and bend like a reed in medium armor is straight up one of the best skills in the game for physical combat I think.
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joey4track

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Re: Been playing the heck out of Dungeonmans!
« Reply #39 on: December 12, 2014, 09:27:08 pm »

Yep, I've only ever used the Dungeonmans class, it does kind of make all the other classes redundant. This is actually the one thing I think is weakest in this game. I wish there was more diversity in class/skills, I am always left wanting the skill trees from TOME lol
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SharpKris

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Re: Been playing the heck out of Dungeonmans!
« Reply #40 on: December 13, 2014, 04:16:50 pm »

so far i feel the sword and shield builds with banners are most reliable.
ire is just to random. taking decoy is a must with any build in my opinion
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Cthulhu

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Re: Been playing the heck out of Dungeonmans!
« Reply #41 on: December 14, 2014, 12:48:38 am »

Ire is definitely kind of wonky.  Aside from the randomness it decays in real time so you have to move faster than you'd probably be comfortable moving otherwise, which makes it even shakier.  I've only played with the gentlemans skills twice and both timed I died during my first tantrum.

Trying out swordnboard bannermans, I did give it a try once because it sounded like a good idea, but I haven't tried it since

One thing I like about the game is that while humor is there it's generally kind of low key.  Dredmor for example the humor is just omnipresent.  It's a fun game but it's so silly it can detract from what you're doing.  Dungeonmans has silly elements but they usually don't get in the way of your being a dungeon-punching adventurer.
« Last Edit: December 14, 2014, 01:24:58 am by Cthulhu »
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Cthulhu

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Re: Been playing the heck out of Dungeonmans!
« Reply #42 on: December 16, 2014, 10:18:10 am »

Blimp with expanded first impressions!  Second impressions.  Third impressions?

I bought the game.  I pirated it before but it's very good and if they want fifteen dollars from me they can have it.  Now they do.

Humor elements aside, persistence aside, the game is very much classic roguelike in style.  The persistence elements help to lower some of the tedium of starting up a new game in a roguelike, your fifteen character is gonna be much, much stronger than your first and you can start off in more dangerous areas for faster leveling and gearing up. It's much better than Rogue Legacy where things were grindy and often characters felt like a vehicle for grabbing upgrades, how much gold can this one get before it dies?  In Dungeonmans you can totally beat the game on your first character if you try.  Most of the upgrades have immediate and long-term benefits that feel more fun than the upgrades in Rogue Legacy. 

The gameplay's very active and ability-based like TOME or Dredmor, which makes it a lot of fun but also means the difficulty ramps up pretty fast.  A lot of roguelikes hit a zone at some point where 90% of the enemies are barely speedbumps and the other 10%, by virtue of their abilities or some quirk of their design, can ruin your life if you don't know what to do about them.  Since almost every enemy has some sort of ability, you'll be reaching this point pretty early in the game and if you're not ready to start recognizing big threats and figuring out how to kill them you're gonna lose a lot of promising guys to sudden unexpected deaths.  Orc Hellions do huge damage (champions do enormous damage) Bandit Kings can pin you and do a huge chunk of damage when you first see them (quickly becomes negligible though) and their champions can steal your armor.  Counter-attackers, status-inducers, and enemies with very high block/dodge rates can all get you killed very quickly if you're not paying attention to what's going on.

Dungeonmans is definitely the only class worth playing.  Especially once you've fully upgraded the library.  The Barely Adequate Library starts you off with four free random skill books, and these can have a pretty big impact if you choose your character around them.  Since by then you should also have a ton of proofs of stremf and a giant pile of stat points to allocate as you please, there's no reason not do do this.  The library seems to have a tendency to double up on one book and starting the game with Wheel of Pain or Arrow Time is awesome.

Also remember that Heroic items picked up off of dungeonmans pyres can be stored in the wargear vault if you don't want it or can't use it.  The randomly generated legendaries from blueprints cannot though and so far I'm not sure how worth it those are.  Maybe once you get to Tier 5.  Unenchanted T3 armor is really cheap in towns (like two silver) and you can put your upgrade scrolls and hammers on them to max out your elemental resistances until you find better armor which will take a long time.

Also I think I've got your Virulent Mana-scarred Conquering Cosmic Foomleaf Heartseeker +7 beat.

Code: [Select]
Hyperborean Hellified Coldbliterating Dungeon Missile +3

+4d4 physical damage
+4 Stremf
+2d6 cold damage
+2d6 fire damage
+5% fire damage
+5% cold damage
+2d8 cold damage
« Last Edit: December 16, 2014, 12:31:10 pm by Cthulhu »
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silverskull39

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Re: Been playing the heck out of Dungeonmans!
« Reply #43 on: December 16, 2014, 12:20:45 pm »

Been playing this a bit. I'm pretty happy with it overall, though I think if he keeps adding content it could get a lot better.

I'm not sure what the requirements for it are, but at some point some of your dungeonmans come back to the academy as ghosts (new rooms generate for them, so far mine are off the library) and they can teach a new dungeon mans a single complete skill set for free. The skill set is based on the dead dungeonmans skills and is persistent across deaths. I've got one teaching cartography and one teaching iron archery.

There's also a sort of star forge thing, which you can find if you upgrade cartography all the way. Collect star shards from certain bosses and you can use it to give a pretty substantial boost to a weapon or armor piece for 1 shard each. It bumps plain items up to +7 with a lot of starlight based enchantments.
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Cthulhu

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Re: Been playing the heck out of Dungeonmans!
« Reply #44 on: December 16, 2014, 12:37:56 pm »

Is that what those are for?  How do you upgrade cartography though?  The skill books?

Oh, another tip.  Ranged capability is pretty much a must.  A lot of enemies will kite you around and shit and ranged attacks can't be counterattacked even in melee so having a bow is a big deal.  That's why so far I'm not super impressed with any variations on sword and board I've tried so far.  Shield Rush is a pretty poor alternative to infinite high damage arrows whenever you want and while One Against Many takes care of counterattacks they just refresh it.

And counterattacks are brutal in melee, you have to have a solution for them.  So I'm not sold on shields.
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