I'll post a followup with some explanation when I have more time. Watch out though - the save function is a bit screwy so I'd suggest playing in 1 sitting!
> I'll post a followup with some explanation when I have more time. > Watch out though - the save function is a bit screwy so I'd suggest > playing in 1 sitting!
This is fantastic! I played the original Princess Maker a fair bit and this has a lot of the same charm. I'm not sure I'm particularly good at it (stat-juggling seems fairly tricky, unles the only option is to just specialise in one of the three areas), but it's certainly fun to charm ferrets and make them fight each other. Will have to play a bit more...
> I'll post a followup with some explanation when I have more time. > Watch out though - the save function is a bit screwy so I'd suggest > playing in 1 sitting!
OK, chance to advertise / explain my game a bit.
The idea is to train your princess by attending classes and going on adventures. You have one year until graduation where you will be judged on your final statistics and the number of dungeons you cleared out.
It features:
- a school and wilderness - 7 dungeons of differing theme and difficulty - 31 creatures types, with some 6 special abilities - 10 special combat moves - 9 spells - 15 unique items - 20 different ending careers for your Princess
It's based on the DDRogue engine, so you may see some similarities, but the moves from DDRogue have been cleaned up and modified - I think they are considerably more fun. I had a blast this afternoon with a fully souped-up combat character with all the special moves bouncing off walls, backstabbing and generally causing trouble.
Please give me a shout if you come across any bugs. I'll try to fix the save game functionality after the competition.
Here are some spoilers / tips for any players:
- The easiest tactic is to specialise in 1 of the 3 main builds, combat, magic or charm
- For combat characters you absolutely must get the 'glove' item from the NE dungeon as soon as possible. The glove gives you a bonus after completing any combat move. You need to play carefully, even with the glove, since it's always easy to die.
- Combat moves have very significant bonuses. With the very limited healing available you will want to use them as much as possible.
- The first couple of adventures might seem rather tough because you have few abilities. Try to get at least one combat move (close quarters or charge) or one spell (Magic Missile) in the first month. Persevere, it gets easier :)
- Wall Leap is really good against missile enemies
- Look out for special move combos, especially Charge / Close Quarters and Wall Leap / Vault / Backstab
- The best endings are for cross-class characters like Combat/Magic or Magic/Charm. These characters have lower primary stats, so you have to be inventive.
Excellent! I'll be playing this one all the way through when I get more time. I liked the combat move system in DDRogue and dig the way it's been implemented here. Looking forward to winning. : D
> I'll post a followup with some explanation when I have more time. > Watch out though - the save function is a bit screwy so I'd suggest > playing in 1 sitting!
I am very very pleased with this game. DDRogue was one of my favorites last year and this is one of my favorites this year. Keep up the excellent work!
I played this through once to its conclusion and I have say, great job! The game is enjoyable and the stat balancing challenging. I do have a quibble though.
The first time, I divided my attention between magic and charm. Unfortunately this was a bad decision and led to me not being able to clear the first dungeon until July. Charm is simply too weak. It's unreliable and its range of 1 means that if a charm doesn't work (a frequent occurence, even on very weak creatures) you are subjected to attack.
I raised charm to 40+ but even then, sometimes I wouldn't be able to charm a bat or a spider for many rounds, losing a large chunk of hitpoints. If charm isn't garuanteed against creatures much weaker than you, then at least increase the range of it. As it stands, charm is a poor choice compared to magic or combat. It's especially tough in the first dungeon, where you and your pet don't have a lot of space to move around. I frequently wound up bumping my pet off as I attempted to retreat from numerous foes.
Another quibble is the pixie. Fast, immune to spells and very difficult to charm due to charm's limited range, it was my bane in the first dungeon.
Other than that, very nice work! Definitely one of the better RL's in this crop.
> I'll post a followup with some explanation when I have more time. > Watch out though - the save function is a bit screwy so I'd suggest > playing in 1 sitting!
> I played this through once to its conclusion and I have say, great job! > The game is enjoyable and the stat balancing challenging. I do have > a quibble though.
> The first time, I divided my attention between magic and charm. > Unfortunately this was a bad decision and led to me not being able to > clear the first dungeon until July. Charm is simply too weak. It's > unreliable and its range of 1 means that if a charm doesn't work (a > frequent occurence, even on very weak creatures) you are subjected to > attack.
> I raised charm to 40+ but even then, sometimes I wouldn't be able to > charm a bat or a spider for many rounds, losing a large chunk of > hitpoints. If charm isn't garuanteed against creatures much weaker than > you, then at least increase the range of it. As it stands, charm is a > poor choice compared to magic or combat. It's especially tough in the > first dungeon, where you and your pet don't have a lot of space to move > around. I frequently wound up bumping my pet off as I attempted to > retreat from numerous foes.
Thanks for your feedback Ysgard. It's true that I didn't have a chance to play the whole game through as a charm character, although I did play test a few charm characters at high levels. It's also true that the first few months are difficult - it generally took me 4 months to clear the first dungeon, but by about month 8 I could reliably clear both caves, and kill one unique in the forest & orc cave per dive. The crypt is rather hard and very hard for charm characters, whereas the demon cave is just put in as a challenge for high level characters, particularly just combat (or magic or charm) types.
If I was you, I'd take the NE dungeon before the SE one. The NE one is designed to be easier and has the glove which is an important accessory for combat characters. The charm resistance of creatures in the first cave is 10-30 so 40 charm should be OK. The charm resistance in the second cave (the one with the pixies) is a bit higher. It certainly pays to know what creatures to charm. Generally I reckon charm 60-70 is enough to clear the orc cave. The forest is best done with combat if you have Wall Leap (can learn at combat 40+).
The pixie is maybe a bit tough. I'd kind of forgotten that they can crop up in the 2nd cave - they are really balanced for the forest. They have few hp so maybe a charmed creature could deal with them.
I'm not sure about your 'bumping off' comment but I guess you mean your pet returned to you as you were fleeing and got shot up by missile troops. Can happen I guess. When a creature is charmed you should switch position with it rather than attack it.
Anyway, glad you enjoyed your playthrough and thanks for your detailed feedback. If you were to try again I'd play a combat-only or magic- only build at first since those are easiest (and those are what I used to balance in the little time I had).
On Mar 17, 6:37 pm, Ysgard <ysg...@gmail.com> wrote:
> around. I frequently wound up bumping my pet off as I attempted to > retreat from numerous foes.
I did find this bug in the end - didn't test a combat / charm character enough in play testing! I've made a quick fix and updated the zip. I've also uploaded an untested Linux version (requires mono, based on the ddrogue linux version so should work). Both of these changes were done after a hard day skiing and on my netbook, so apologies for any unforeseen screw ups :)
> Oh! I get it. It's because I'm playing on a laptop with no numpad. Are > any other movement keys supported?
> A.
Unfortunately I commented out the vi-keys just before release because they could only be used for movement and not for charming direction and stuff. If you like, I'll fix the implementation tonight and email you an archive. I can't upload it right now since I don't have internet access from home.
On Mar 30, 1:11 am, flend <flendn...@googlemail.com> wrote:
> > Oh! I get it. It's because I'm playing on a laptop with no numpad. Are > > any other movement keys supported?
> > A.
> Unfortunately I commented out the vi-keys just before release because > they could only be used for movement and not for charming direction > and stuff. If you like, I'll fix the implementation tonight and email > you an archive. I can't upload it right now since I don't have > internet access from home.
> -flend
That would be fantastic. Ideal might be for you to update the download so everyone can get it? But doesn't need to be tonight!
This roguelike was mind-blowingly awesome. I suppose scope was a _tad_ less impressive after I went back and played DDRogue, but i still feel qualified to say:
I have never had as much fun (with the dubious possible exception of DF's adventurer wrestling) with a roguelike's combat, as I did with PrincessRL.
On 30 Mar, 08:23, kkairos <kkai...@gmail.com> wrote:
> This roguelike was mind-blowingly awesome. I suppose scope was a _tad_ > less impressive after I went back and played DDRogue, but i still feel > qualified to say:
> I have never had as much fun (with the dubious possible exception of > DF's adventurer wrestling) with a roguelike's combat, as I did with > PrincessRL.
Many thanks for the complement. I think WallLeap in PrincessRL makes it so much better than DDRogue :) I just love throwing myself off the wall at people. DDRogue also has a move-triggering bug that I fixed in PRL. I'm half tempted to update DDRogue to the PrincessRL engine since it would only take about an hour or so.
As a side note, I would be intrigued to know what endings people have managed to get in PrincessRL (indeed if anyone has played it through to the end). Has anyone actually rescued the Prince?
On 29 Mar, 21:51, Antoine <antoine.from.r...@gmail.com> wrote:
> > Unfortunately I commented out the vi-keys just before release because > > they could only be used for movement and not for charming direction > > and stuff. If you like, I'll fix the implementation tonight and email > > you an archive. I can't upload it right now since I don't have > > internet access from home.
> > -flend
> That would be fantastic. Ideal might be for you to update the download > so everyone can get it? But doesn't need to be tonight!
I've uploaded a new version (v1.03) with the vi keys enabled and some bug fixes. Most significantly, I think saving and loading now works reliably. Please let me know if you run into problems.
> On 30 Mar, 08:23, kkairos <kkai...@gmail.com> wrote:
> > This roguelike was mind-blowingly awesome. I suppose scope was a _tad_ > > less impressive after I went back and played DDRogue, but i still feel > > qualified to say:
> > I have never had as much fun (with the dubious possible exception of > > DF's adventurer wrestling) with a roguelike's combat, as I did with > > PrincessRL.
> Many thanks for the complement. I think WallLeap in PrincessRL makes > it so much better than DDRogue :) I just love throwing myself off the > wall at people. DDRogue also has a move-triggering bug that I fixed in > PRL. I'm half tempted to update DDRogue to the PrincessRL engine since > it would only take about an hour or so.
> As a side note, I would be intrigued to know what endings people have > managed to get in PrincessRL (indeed if anyone has played it through > to the end). Has anyone actually rescued the Prince?
I rescued the prince and became a great warrior. The prince asked me to marry him and I agreed, though against my father's wishes (damned old coot). The game does lose a little steam and variety towards the end, and I felt like I didn't have a proper opportunity to explore the later dungeons. Perhaps I was being too slow and cautious early on though. The replay value from trying different abilities is very nice - I look forward to trying a magic-based princess next.
Also, would be nice to know what some of the items do - several of them aren't too obvious.
On Mar 31, 8:23 am, kkairos <kkai...@gmail.com> wrote:
> I also rescued the Prince with the warrior-chick.
> Endings gotten: Father's Girl, Sorceress, and Soldier (or the > equivalent)
I just got the Sorceress ending - found it much easier I must say (though acquiring the healing potion helped immensely). Apparently I explored 7 out of 6 dungeons :P
On Apr 2, 2:10 am, Darren Grey <darrenjohng...@gmail.com> wrote:
> On Mar 31, 8:23 am, kkairos <kkai...@gmail.com> wrote:
> > I also rescued the Prince with the warrior-chick.
> > Endings gotten: Father's Girl, Sorceress, and Soldier (or the > > equivalent)
> I just got the Sorceress ending - found it much easier I must say > (though acquiring the healing potion helped immensely). Apparently I > explored 7 out of 6 dungeons :P
And just beat it with a very charming girl (though she knew a few combat maneouvres too). Potential spoilers below:
This turned out much easier than I thought - I was able to clear the first dungeon on my second try. Barely survived a few rounds in the undead dungeon though, and for the first time I failed to rescue the prince (again undead were a serious problem). Managed to clear the forest dungeon for the first time thanks to the strength of tamed unicorns. Got a bit further in the demon dungeon, but didn't accomplish much.
Gotta try a jack of all trades now. I've decided that classes aren't really worth it, and stats train much better when adventuring :) After some initial pumping to get some necessary skills I'll only be attending Athletics in future :P
Quick question - are puckerberries meant to decrease your view range in the last dungeon?
Items discovered so far: -dagger (+damage) -lantern (+view range) -short sword (+damage) -long sword (+damage) -earrings (+charm?) -orb of something (???) -potion of healing (1 full heal per dungeon) -sexy dress (+lots of charm) -glove of power (+accuracy?) -armour (+defence I presume)
I think the demon dungeon items are the only ones I've not seen.
Still not sure what exactly blackberries do either...
I really must commend you on the huge variety of items and enemies in the game. I'm amazed that you did this all in 7 days. I thought DDRogue was good - this is miles ahead of that :)
On 2 Apr, 04:22, Darren Grey <darrenjohng...@gmail.com> wrote:
> > > I also rescued the Prince with the warrior-chick.
> > > Endings gotten: Father's Girl, Sorceress, and Soldier (or the > > > equivalent)
> > I just got the Sorceress ending - found it much easier I must say > > (though acquiring the healing potion helped immensely). Apparently I > > explored 7 out of 6 dungeons :P
Oh yeah there are 7 dungeons aren't there :) Should probably fix that.
> And just beat it with a very charming girl (though she knew a few > combat maneouvres too). Potential spoilers below:
> This turned out much easier than I thought - I was able to clear the > first dungeon on my second try.
Yup, me too. Pump charm for 2 months and you should be able to take the 1st dungeon no probs.
> and for the first time I failed to rescue the > prince (again undead were a serious problem).
Ack, unlucky monster gen rolls in the last dungeon, I guess.
> Managed to clear the > forest dungeon for the first time thanks to the strength of tamed > unicorns. Got a bit further in the demon dungeon, but didn't > accomplish much.
I've pretty much cleared the demon dungeon with a very high level charm princess with good items. I think it's about the only way to do so. Combat and magic builds struggle.
> Gotta try a jack of all trades now. I've decided that classes aren't > really worth it, and stats train much better when adventuring :) > After some initial pumping to get some necessary skills I'll only be > attending Athletics in future :P
Interesting interesting. When I was balancing the game my test builds used classes and estimated +5 primary stat / adventure. I guess if you're good you might be able to exceed that on adventures. Cross- classes should be able to get +4 / +4 or similar if they play their cards right.
I think the speed boost you get from Athletics is a bit too useful. I once got +6 speed in January. If I ever do a balancing release I might tone that down!
> Quick question - are puckerberries meant to decrease your view range > in the last dungeon?
No, they're not. I thought I fixed that bug in v1.03 - please tell me if that's not the case. Basically, they give you +1 sight radius. But in the last dungeon you have sight radius 0, i.e. infinite. So by eating them you go from 0 (infinite) to 1 (not infinite). I think they should give you +2 or something anyway.
> Items discovered so far:
The effect of most items is apparent from the stat bar. Since the stat bar is not visible in town, I can see how it's not obvious :) I wanted to write some flavour text but it fell off the bottom of my priority list.
> -dagger (+damage)
+1
> -lantern (+view range)
+2 base, modified by dungeon lighting
> -short sword (+damage)
+2
> -long sword (+damage)
+4
> -earrings (+charm?)
Something to do with charm, but not that. Actually pretty damn good. Play around to find out :)
> -orb of something (???)
The one from the crypt? Useful for mage types only.
> -potion of healing (1 full heal per dungeon)
yup
> -sexy dress (+lots of charm)
There are 2 of these. +Charm and +AC.
> -glove of power (+accuracy?)
Restore HP on kill by special move. Kind of essential for combat types.
> -armour (+defence I presume)
+ AC. 2 types in the game.
> I think the demon dungeon items are the only ones I've not seen.
You also haven't mentioned a very useful mage item in the forest.
> Still not sure what exactly blackberries do either...
+ to damage for a bit. Should appear in the stats bar.
> I really must commend you on the huge variety of items and enemies in > the game. I'm amazed that you did this all in 7 days. I thought > DDRogue was good - this is miles ahead of that :)
Thanks very much for the feedback. As you well know, it's great to hear from people playing your game.
Incidentally, just for kicks, here are some of the possible endings, graded by difficulty, so you can see how well you're doing:
Difficulty 1: Father's girl Difficulty 2: Sorcerer, Socialite, Warrior Difficulty 3: Great General, Social Goddess, Arch mage Difficulty 4: 3 cross-class endings [my personal favourites] Difficulty 5: Ultimate ending
On Apr 2, 9:24 am, flend <flendn...@googlemail.com> wrote:
> On 2 Apr, 04:22, Darren Grey <darrenjohng...@gmail.com> wrote:
> > and for the first time I failed to rescue the > > prince (again undead were a serious problem).
> Ack, unlucky monster gen rolls in the last dungeon, I guess.
Just had similar trouble with my attempt to get all stats high. Worked reasonably well overall, but I didn't get magic missile till my third spell, which meant my magic training was seriously hampered (and which meant spending lots of time in magic class to try and pump it). Ended up with combat trained the most, but not particularly high. In the last dungeon there were far too many imps, which combined with other mobs made short work of me.
Ended up as just a Father's Girl :(
> > Gotta try a jack of all trades now. I've decided that classes aren't > > really worth it, and stats train much better when adventuring :) > > After some initial pumping to get some necessary skills I'll only be > > attending Athletics in future :P
> Interesting interesting. When I was balancing the game my test builds > used classes and estimated +5 primary stat / adventure. I guess if > you're good you might be able to exceed that on adventures. Cross- > classes should be able to get +4 / +4 or similar if they play their > cards right.
Pretty much what I was getting, though sometimes I could get +9/+4/+3 if I had a long trip. It's annoying if you die early on in a dungeon - feels like a month wasted since you get minor stat increases.
> I think the speed boost you get from Athletics is a bit too useful. I > once got +6 speed in January. If I ever do a balancing release I might > tone that down!
Heh, I never got that lucky. My speed gains were usually hampered by attendance of other classes or resting. Only my combat char managed to get a decently high speed (20).
> > Quick question - are puckerberries meant to decrease your view range > > in the last dungeon?
> No, they're not. I thought I fixed that bug in v1.03 - please tell me > if that's not the case. Basically, they give you +1 sight radius. But > in the last dungeon you have sight radius 0, i.e. infinite. So by > eating them you go from 0 (infinite) to 1 (not infinite). I think they > should give you +2 or something anyway.
I'm pretty sure I had the same trouble with sight descreasing when I used them in the last dungeon. It was maybe due to the combined effect of an imp spell.
> > -earrings (+charm?)
> Something to do with charm, but not that. Actually pretty damn good. > Play around to find out :)
Hrm, used them on my charm girl but couldn't see any difference... Oh well, will pay more attention next time.
> > -orb of something (???)
> The one from the crypt? Useful for mage types only.
My magic girl always had it equipped but I could never see a difference.
> > -sexy dress (+lots of charm)
> There are 2 of these. +Charm and +AC.
Well, one pretty and one sexy - I presume sexy is better :)
> > -glove of power (+accuracy?)
> Restore HP on kill by special move. Kind of essential for combat > types.
Yes, I figured this out on my last play-through. Should have been more obvious since I remember how useful the glove was in DDRogue :P
> Incidentally, just for kicks, here are some of the possible endings, > graded by difficulty, so you can see how well you're doing:
> Difficulty 1: Father's girl > Difficulty 2: Sorcerer, Socialite, Warrior > Difficulty 3: Great General, Social Goddess, Arch mage > Difficulty 4: 3 cross-class endings [my personal favourites] > Difficulty 5: Ultimate ending
I've gotten all the tier 1 and 2 endings now. I presume the higher ones relate to how many dungeons you clear, since I can't imagine my stats being much higher... Will have to play some more, obviously :)
On 2 Apr, 20:25, Darren Grey <darrenjohng...@gmail.com> wrote:
> > > -orb of something (???)
> > The one from the crypt? Useful for mage types only.
> My magic girl always had it equipped but I could never see a > difference.
Kind of non-obvious I guess, it gives you +1 range on all your spells. I figure that ought to be pretty useful.
> > Incidentally, just for kicks, here are some of the possible endings, > > graded by difficulty, so you can see how well you're doing:
> > Difficulty 1: Father's girl > > Difficulty 2: Sorcerer, Socialite, Warrior > > Difficulty 3: Great General, Social Goddess, Arch mage > > Difficulty 4: 3 cross-class endings [my personal favourites] > > Difficulty 5: Ultimate ending
> I've gotten all the tier 1 and 2 endings now. I presume the higher > ones relate to how many dungeons you clear, since I can't imagine my > stats being much higher... Will have to play some more, obviously :)
I guess the game must be a bit hard if you've not managed to get anything above tier 2. Tier 3 requires 4 cleared dungeons (which is perhaps a bit difficult) and very high primary stat. Tier 4 requires 3 cleared dungeons and moderate-high stats in 2 categories. I was assuming a good run through would clear both caves, forest and orc.
Question, though: are monsters supposed to be equipped with high-angle mortars? Walls appear to be no barrier at all to monster projectiles. -- \_\/_/ turbulence is certainty turbulence is friction between you and me \ / every time we try to impose order we create chaos \/ -- Killing Joke, "Mathematics of Chaos"