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Author Topic: Tower of the Archmage - Spellcrafting Roguelike  (Read 6669 times)

Will Alvein

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #15 on: June 25, 2014, 02:43:31 pm »

Is it possible we could have some sort of rune storage so we don't have to use them up with out next character? I know that is a bit much to ask.

That's a very interesting idea... I think it could work, but it wouldn't be easy to implement. It could happen, though, since a lot of people are commenting they'd like to keep more runes.

...what with the second floor in both games that I got that far being packed with enemies at the entrance...

That can be a problem if you're not lucky, If you go up stairs and see too many enemies around you, you could always immediately go down and look for another stair up (there are always 3 stairs up in each floor), or a bit of a more advanced strategy is 'stair dancing', any enemy that's right next to you will go down with you when you go down, you can use this to take one or two enemies down to the previous floor at a time and kill them, then rest and go up again, until it's safe to stay up.
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Zireael

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #16 on: June 26, 2014, 01:32:38 am »

I've noticed that most spell icons tend to look the same, so by mid-game I might have 3 blast icons and two belt icons and 2 sword icons in my bar.
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sirboomalot

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #17 on: June 26, 2014, 03:01:50 am »

Oh man, this game is fun. Just accidentally committed suicide by making a cloud-based spell that covered 13 surrounding tiles, including the tile I was standing on, with high-powered death-clouds.
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tompliss

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #18 on: June 26, 2014, 03:25:29 am »

Yeah you do get a lot of rune duplicates, I couldn't come up with an idea to fix that which didn't involve adding a lot of extra content. Which of course would be nice, but also A LOT of extra work :(
(disclaimer : I haven't played the game yet)

A "simple" solution would be to have something like an altar, where you can sacrifice a fixed number if the same rune and get one random rune of another type.
Another, maybe more evolved, would be to have shops using runesas currency, selling different types of runes and buying with only 1 rune-type, for example.


EDIT: spent my whole lunch break on the game. It is good.
Didn't end with rune duplicates, even if some of them were nearly un-usable (because of other runes being really similair except better in nearly every case).
Also, I could have gotten duplicates out of level-up reward runes. (I quit at level 6, with 1 of the level 3 reward already looted and 2 of the lvl 5 rewards already looted)
« Last Edit: June 26, 2014, 07:17:15 am by tompliss »
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freeformschooler

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #19 on: June 26, 2014, 04:48:54 pm »

...what with the second floor in both games that I got that far being packed with enemies at the entrance...

That can be a problem if you're not lucky, If you go up stairs and see too many enemies around you, you could always immediately go down and look for another stair up (there are always 3 stairs up in each floor), or a bit of a more advanced strategy is 'stair dancing', any enemy that's right next to you will go down with you when you go down, you can use this to take one or two enemies down to the previous floor at a time and kill them, then rest and go up again, until it's safe to stay up.

So you guys did take that inspiration from DC:SS! It's great you put stair-dancing in. Was really surprising the first time I dodged down some stairs to heal and a mage went down as well.
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Will Alvein

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #20 on: June 26, 2014, 06:50:38 pm »

I've noticed that most spell icons tend to look the same, so by mid-game I might have 3 blast icons and two belt icons and 2 sword icons in my bar.

That's an issue that I tried my best to solve but still didn't quite manage to. I actually changed how the spell icons worked several times, but it's really hard to make them look distinct without having literally hundreds of special cases, which would be too much work.

Didn't end with rune duplicates, even if some of them were nearly un-usable (because of other runes being really similair except better in nearly every case).

That's what I was thinking about when talking about duplicate runes, you'll probably end up with some runes that basically do the same but worse than other runes. It's the whole reason I added the option to drop runes, that was the laziest 'solution' I could think of xD

So you guys did take that inspiration from DC:SS! It's great you put stair-dancing in. Was really surprising the first time I dodged down some stairs to heal and a mage went down as well.

Yes by far the biggest inspiration is DC:SS, stair dancing seems like a small feature but I really like it, makes the whole 'moving to the next floor' part much more fun.

Interestingly enough it seems I also took a lot of inspiration from ToME for the flux system and the effects that reserve some of your FP, since I was actually playing some ToME at the time I designed it (I think), but I completely forgot until someone pointed it out, since I don't play it very often xD

By the way, right now I changed the runes you keep when you die from 1-4 (depending on your level), to 2-4. I'm still not sure if I want to add a more complex system to managing runes, as has been suggested, because it would add more complexity to starting a new run, and it wouldn't be TOO different. Hopefully it helps at least a little bit to feel like you aren't losing everything you have on the first few levels.

Also, thank you all for your feedback, I'm very glad you're having fun with my game :D
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tompliss

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #21 on: June 27, 2014, 07:03:01 am »

The max perception + Snipe artefact seems a bit OP (on a conjurer)...
I one-hit everything that is further than 3 tiles away (and see at something like 10 or 15), and that's because I put a poison rune and a burn rune in it (so I can simply walk away and see it die), except (sometime) bosses...
By the way : how many floors ? 27 ?
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Neonivek

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #22 on: June 27, 2014, 08:35:08 am »

The max perception + Snipe artefact seems a bit OP (on a conjurer)...
I one-hit everything that is further than 3 tiles away (and see at something like 10 or 15), and that's because I put a poison rune and a burn rune in it (so I can simply walk away and see it die), except (sometime) bosses...
By the way : how many floors ? 27 ?

Sounds normal. Artifacts tend to be the most powerful spell components. Some are pretty outright useless most of the time and others being very conditional but easy to exploit.
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Farce

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #23 on: June 27, 2014, 11:23:30 am »

I just found a rune that lets me eat clouds for damage boosts.  It's slightly horrifically painful, but I have the aforementioned 13-tile AoE and am good at direct da-

Oh wait, I accidentally recast it while the buff was active.  The +104 Powerful buff.

MAGIC.

Internet you have lied to me.
« Last Edit: June 27, 2014, 11:29:34 am by Farce »
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tompliss

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #24 on: June 27, 2014, 12:17:32 pm »

Combine it with the "heal as much as you spend flux" artefact, and you're golden :)
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tryrar

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #25 on: June 27, 2014, 02:52:37 pm »

GAAAAAAAAH. I accidentally the wrong button and walked into one of my clouds, which combined with the snipe rune was doing over 200 damage. I only had 180. I was on level 18 too.


OH WELL. I'll try warrior next
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Oneir

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #26 on: June 27, 2014, 04:20:45 pm »

This is actually really fun! It seems like some of the artifacts aren't as clear as they could be? Like, greed doubles the cost...when you cast it, which makes the spell description deceptive. On the opposite side of things, hoard doesn't change the spell description at all but *does* boost damage. There was also a phase where all my spells were displaying reduced damaged, but I might have been under a debuff and not noticed. Still having a lot of fun asploding things.
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ShinQuickMan

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #27 on: June 27, 2014, 05:13:07 pm »

I just found a rune that lets me eat clouds for damage boosts.  It's slightly horrifically painful, but I have the aforementioned 13-tile AoE and am good at direct da-

Oh wait, I accidentally recast it while the buff was active.  The +104 Powerful buff.

MAGIC.

Internet you have lied to me.

Yeah, that rune man. I had a bunch of bonus turn "junk" runes, so combined with a powerful cloud spell, if I set it up right I was able to get +500 power for 25 turns.

But then I got greedy, and accidently cast a spell that gave damage feedback when used. And I was so far, too.  :'(
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etgfrog

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #28 on: June 27, 2014, 08:23:35 pm »

well...I beat it...with a bolt that cost 1 FP, had 98 power and had both slow and the status effect that the enemy takes twice as much damage from the next source...also had close counter and ranged counter as well as a 114 healing per round self cloud spell.
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"How dare you get angry after being scammed."

Will Alvein

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #29 on: June 27, 2014, 10:21:44 pm »

well...I beat it...with a bolt that cost 1 FP, had 98 power and had both slow and the status effect that the enemy takes twice as much damage from the next source...also had close counter and ranged counter as well as a 114 healing per round self cloud spell.

Sounds like you had fun :D
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