If you want to participate, reply to this thread...
Let this be the official thread for members of the 7DRLPC Competition.
To gain 7DRLPC points, post your reviews, YAVPs, and bug reports here. (Reviews should be constructive writeups of at least 25 words, bug reports should be reproducible.)
> If you want to participate, reply to this thread...
> Let this be the official thread for members of the 7DRLPC Competition.
> To gain 7DRLPC points, post your reviews, YAVPs, and bug reports here. > (Reviews should be constructive writeups of at least 25 words, bug > reports should be reproducible.)
> If you want to participate, reply to this thread...
> Let this be the official thread for members of the 7DRLPC Competition.
> To gain 7DRLPC points, post your reviews, YAVPs, and bug reports here. > (Reviews should be constructive writeups of at least 25 words, bug > reports should be reproducible.)
On Mar 25, 10:33 am, Darren Grey <darrenjohng...@gmail.com> wrote:
> On Mar 25, 4:22 am, Slash <java.ko...@gmail.com> wrote:
> > I (Slash) hereby notify my intention to join the annual Seven-Day > > Roguelike Playing Competition (7DRLPC), which will commence on > > Wednesday.
> > If you want to participate, reply to this thread...
I'm in!
> > Let this be the official thread for members of the 7DRLPC Competition.
> > To gain 7DRLPC points, post your reviews, YAVPs, and bug reports here. > > (Reviews should be constructive writeups of at least 25 words, bug > > reports should be reproducible.)
> I've already done reviews, victory reports and bug reports for about > half the games - do these count? :P
The official rules Slash posted would suggest not. I, however, suggest we amend such rules to say any such posts *before* the close of the 7DRLPC should also count, as I'd hate to see people put off trying out and reviewing the 7DRLs until the contest starts... -- Jeff Lait (POWDER: http://www.zincland.com/powder)
Also I've put up stub articles for all the successful and out of challenge 7DRLs on RogueBasin. I encourage people to add more detail to them if they're doing reviews anyway. ;-) They are all linked from the 7DRL Contest 2009 and 2009 Out of Challenge 7DRLs pages.
Tomb of Rawdin is an 'out of challenge' 7DRL completed before the official 2009 season started.
Technical: 9 out of 10
No bugs found, things did pretty much what I expected them to do. A few more messages would have been nice and any sort of sound at all.
The facility I missed most at first was the ability to run, but I got used to going on the (fast) key repeat for straight lines.
Gameplay: 6 out of 10
The 'realtime-ish' aspect was difficult for me to cope with. Turn- based gaming is the primary reason I like roguelikes so this was a real minus for me. The maps were nice, they really looked like there should be secret doors in a few places, but I guess not ;-).
Maybe I suck, or maybe the RNG was just unkind to me but after dying five times in a row rather quickly I'm afraid I lost patience. Decent equipment makes a real difference, but with no(?) HP regeneration and no heal potions found dying was just a matter of time.
Monster and item density on a level was sensible (I wasn't swarmed). A traditional mix of familiar names on both accounts, which I was quite happy with. I'm not sure if the difficulty was supposed to go up as I went down levels as I only got to dlvl 2 half the time.
In conclusion I would be interested to see what the 'in development' v0.2 looks like, particularly if the difficulty is rebalanced a little.
More important, you'll be able to show off with Alena tomorrow ! But this is another story...
Score : 1408
creatures killed : 1688 spells casted : 3398 fireball : 3321 fire burst : 75 incancescence : 1 health potions used : 28 distance traveled : 11182
*******************************
And now the review.
This was another out of challenge period 7DRL.
Technical 9 out of 10
This sooo could have used a little sound. Just a 'bib' when you cast fireball would have made all the difference. Full screen mode caused the mouse cursor to disappear which made playing impractical in that mode.
Otherwise very smooth, nice graphics and I really liked the cave generation - very natural looking.
Gameplay 8 out of 10
But it plays like an (old school) arcade game. Maybe a tiny bit like being a mage in Diablo. I found it difficult to get used to the controls at first and nearly ended up getting killed in the first level or two. When I got the used to using the correct mouse button (instead of walking where I meant to be firing ...) it got a lot easier.
The fact that I won in first attempt shows that the difficulty must be pretty low. Possibly there was just a few too many levels before you get to the boss.
The 'spell progression' idea was nice, but really the first spell you start with is by far and away the best. I wonder whether it even needs power boosting either. The only time the other spells came in useful was in the final encounter. Nicely ominous 'mist' graphics there as well, by the way.
Overall it was a fun forty minutes wasted (er, possibly longer) but once won there isn't any repeat play value. For a 7DRL I think that's more than enough.
Muert: Tribes: I am your brother: Islands Adventure: 7drl Edition
I have to give this game credit for the longest name. This is another 'out of challenge time' 7DRL, started and finished late.
Technical 6 out of 10
Graphics are interesting (zoom in!), world generation with multiple local maps. There was some 'theming' going on with the map generation (to the extent of foresty areas you can't see far in vs few trees areas). There seems to be all sorts of stuff going on on the screen. Unfortunately the font was not very readable.
Gameplay 4 out of 10
This did not seem to be ready for play. My character encountered 1 - Food 2 - 'Shadowy figures' The food could be eaten to make you less hungry, you attack the shadowy figures if you move into them. However you can't see the 'monsters' and both you and the monster seem to be incapable of killing anything. I didn't find any water so I suppose eventually I would have died from dehydration. The 'keys.txt' file gives some clue as to what's going on, but a readme file would have been very useful. I might claim 'immortal invisible monsters' as a bug, but for all I know that's by design.
Nice big easy to see numbers and layout. Very easy to read font. A little sound would have improved things. (Sound familiar? ;-)
Gameplay 8 out of 10
Biggest disappointment was that it was too easy. Although I usually dislike real-time games that approach would probably have worked well here to add a little urgency to your calculations. You could also have had several 'levels' with the speed increasing slightly at each one.
That aside the instructions (readme.txt) were very clear and the game worked well, with one exception. I would recommend it for younger players who would find the maths a little more challenging (although you'd need to reword 'modulus' as something easier to understand like 'last number').
BUG REPORT
The readme specifies that on killing a number you get back half the HP you've lost. This does not happen. Instead you get back quite a bit more than half to the extent that when I finished I have 200 HP of a maximum 100.
Steps to reproduce: Kill a number. Remember to note how much 'rationality' you had before and after killing it.
No borders around the edge of the map and a readme would have helped but otherwise a pretty smooth implementation.
Gameplay 7 out of 10.
Nice maps, and a good traditional concept. I'm not sure what (if anything) could be done with the goblin corpses I sometimes picked up. Maybe if I'd lived long enough I'd have found out. As it was, after about six tries without getting past level 3 I gave up. (Weak sauce, I know).
Gaining a level each time you go down a dungeon level is a nice idea, but although I got ability bonuses this way I didn't seem to get the hit points and that's what I really needed. An encounter with a goblin warrior is pretty much going to be an 'instakill' in my (limited) experience and they can't all be avoided.
I presume it must be possible to beat this game (it is on second release - v1.01 now) but apparently not by me.
> If you want to participate, reply to this thread...
> Let this be the official thread for members of the 7DRLPC Competition.
> To gain 7DRLPC points, post your reviews, YAVPs, and bug reports here. > (Reviews should be constructive writeups of at least 25 words, bug > reports should be reproducible.)
Mini Review ========= Tomb of Radwin is a pretty vanilla roguelike, with the contribution being the semi realtime system (it is turn based, however if you do nothing it will automatically pass each... 2 seconds).
7DRLs are about experimenting, so my conclusion is that such a system doesnt seem to add a lot for dungeon based roguelikes, the furtherst I could go was level 3, where I was quickly destroyed every time by quickly running orcs, whom reminded me of my worst times playing Ultima 7 (Whose battle system was BAD)
Though I wonder if this is a victory -- maybe there's a better ending than being stricken with grief.
I've written a longer review at the link given in my earlier post. In a word this is a great game, that could use either more content in the middle levels, or fewer levels -- but there's not much more I could ask of a 7DRL. A great success.
DungeonMinder is a very engaging roguelike with a twist on how the player interacts with the environment. The player's job is to control, not the adventurer, but a fairy in charge of ensuring that the adventurer is able to make his way through the dungeon safely. This is a bit of a challenge, as our hero isn't the brightest bulb in the pack. He's apt to swing his sword at anything he sees both near and far. In between his slashing and posing, he just needs to open two treasure chests, which are randomly located on each level. Once these chests have been opened and pilfered (oh, and the treasure stinks...but don't dare tell our hero), the hero will hopefully find the exit to the next level where new dangers await.
So how does our fine fairy keep that brave, yet clueless, hero alive? By mastering a total of nine spells that either directly affect our hero, his foul targets, or the dungeon itself. There are three different spell buckets, each controlled by a different mana type. There is plenty of strategy to be had here...enough, for sure, to keep the replayability at a high level.
One word of warning: This game is difficult. Initial reports on rgrd indicated this was the case and it seems they were dead on, but the game is winnable. Don't let the difficulty level keep you away from this fine roguelike.
The game has been released under the BSD licence and receives extra points for having both a Windows and Linux download available and also for supporting vi/vim key commands.
The hope is that the developer, Adam Gatt, will continue development on this title. It would really be worth the effort because this RL has so much to offer already. Some ideas for enhancement would be the inclusion of additional spells and mana types, varying levels of difficulty, and additional mob types.
Overall, this submission to the 2009 7DRL offers gameplay that is fun, humorous, filled with strategy options, and challenging. Great job on this one.
I must admit, the more I play Fruits of the Forest the more I like it. Initially, I had some issues getting it to run on my main RL playing machine, a Samsung NC10 netbook running Fedora 10, but all seems to be working fine now.
FotF is really a nice and enjoyable roguelike. And challenging too. I'm still amazed that fully functioning games can be written in a mere 7 days.
Things I Like: - Ability to run on Linux & Windows using the same executable, thanks to Java - vi/vim key controls - Challenging gameplay around the simple idea of: collect berries, kill bandits, feed villagers, repeat
Things I Don't Like So Much: - There is a delay between when a directional key is pressed and when the character moves. This could be due to some issue with my system or just an issue with Java. Slightly annoying, but does not kill the gameplay experience.
- My NC10 has a funky display resolution (1024 x 600) and I need to <Alt> 'cursor move' the window upward after starting each game in order to see the messaging at the bottom of the screen.
- If there are no Healberries near the starting location, you are pretty much hosed and don't have much of a chance in getting very far. This imbalance seems to exist in most of the games I've played so far.
It is easy to see how FotF can be expanded out a bit into a more robust game. I'm looking forward to a new version. Thanks to Ido Yehieli for a very nice roguelike.
My silence has not been because of a lack of playing, but a lack of time to turn my playing into mini reviews.
Thus start my reviews with:
Exciteable Digger! I played version 1.1. I really liked the setup of this game, the abandonment of all usual hack and slash for a simple digging adventure. The digging interface was thus nice and clean - bump to dig.
Fortunately I had read another review so knew to hit > to build a slope downwards to get to level two. Here I discovered the neat feature of the status line that gives you the floor and ceiling rock types, really giving you a sense of 3d space.
My big complaint is the paucity of info in the 'x' menus. Knowing something is dolemite is not very exciting as I have no clue how that translates into energy and potential gems. I had hoped I could figure it out by digging, but there seemed too much randomness in the rewards for digging to let me get an accurate sense of which rocks were good and which were bad. I thought I was supposed to be an experienced miner, so should know this stuff :> -- Jeff Lait (POWDER: http://www.zincland.com/powder)
The "Zero Hero" chant reminds me of a Ultima Online drinking game where you have to get 0 mana to succeed.
I do like the mechanics, the idea of the behaviour of the numbers changes as you change their value.
I was disappointed that things like + and * only apply to each number independently, before reading the help I sort of expected the goal would be to have to combine different numbers together. As such the strategy became a straightforward divide and conquer. Also, the technique to use on the creatures was pretty straightforward, with / and - being the usual brain dead approach that worked.
The screen size is a bit big for 768 line screens that also have a double height windows task bar which is frustrating as it is dead space that sends it over, I'd encourage a more wide screen layout.
Running a game of the numpad is very cool. But please, please, always support normal keys in this case! If you can be played solely by the numpad, there really is no excuse not to happily support vi-keys and arrow keys. And if you are going to have + as an attack, having shift- = work as + is rather expected for US style keyboards.
The rationality made no sense to me. I had thought it would decrease, but I seemed to swiftly grow over my original 100 as I killed things.
This is a game which I really want to get back to.
First impressions was that this was designed for the Vaio P - an extremely wide screen. The smoothness of UI on startup is very nice, I really appreciate how many 7drls nonetheless come across extremely polished. I know this has driven me to increase the polish of my entries every year.
The info text that comes up when you bump into new areas is a nice way to bring in the plot without overwhelming.
I'm a big fan of attacks being triggered by movement sequences. My objection, however, is the lack of feedback when I'm engaging the attack. I never really got the proper open ground to do an open ground attack, but I did manage some stunning sphere attacks. The only effect being "Stunning Sphere" on the screen was somewhat anticlimatic.
I then rather quickly died because I didn't pay attention to my hit points. I guess this is why I'm a big fan of hit point bars, especially in 7drls where one isn't familiar with the interface. -- Jeff Lait (POWDER: http://www.zincland.com/powder)
I really appreciate the opening movie. However, it doesn't work if you have your terminal set with a white background because it doesn't clear to black to start with.
Flavour text for bunny smashing was well done. I appreciate the cerr << getName() << endl;, nice to know my time on IRC was not wasted. Alternating the colours for the history text worked surprisingly well, I could see new text and not get confused where the new separates from the old.
The little dead bunny counter was very cute too.
Won with 17.25/100, which I think is better than the official 15%.
I fell into mythology building when I wondered if the 'd' bunnies were different from the 'b' bunnies - I figured the 'd' bunnies were the unkillable while the 'b' were safe and you had to somehow avoid getting them. If more gameplay is ever desired, perhaps having the left and right facing bunnies in the status screen post different odds for the player to discover.
It is a nice example of slot machine mechanics working well in a video game. Sure, one has no deep agency, but that didn't stop me from trying until I won. -- Jeff Lait (POWDER: http://www.zincland.com/powder)
I like the idea of having a splashscreen for the tech, a sort of NVidia logo for a text game.
"You have no rights" - cute.
Smooth fades and nice text bars for windows are nice UI features.
It is very strange for my first action in game be to gain a level. I've not done anything yet. I also have absolutely no idea what these stats are, so my choice is very arbitrary. It was also somewhat disappointing to be faced with an old-school sdcp interface when we had seen nice >><< selectors for previous menus, would expect a >><< selector with left/right be used for adding/removing points. Sure, keep sdcp.
The welcome to the village screen doesn't clear the keyboard buffer. I thus hit a key when faced with it thinking it was waiting for one, but ended up wiping out the intro screen, forcing me to restart to see it. When I restarted and got the info screen, I saw a nice scroll bar on the side. I know, I know, this is a text game, but I see a scroll bar, my mouse goes over and drags it and gets me disappointed.
I then found some weird input bugs. The right arrow didn't work for me, leading me to think the game was frozen for a long time since that is the first direction you want to go. Fortunately l works so I can switch to vi-keys. I then started to complain about the lack of key list, since ? did nothing for me, but the readme suggests that ? should be help, it just is my keyboard isn't having anything of it. Shift-/ is ? on my keyboard, incidentally.
Heading to the village I found some mysterious blockers that stopped FOV and my movement. I couldn't see anything in those squares, they may have just been too low contrast - everything was dark and hard to perceive. Entering the well lit tavern I was momentarily confused by the hobbits and Ogres, but came to love the rendition of chairs and tables.
I then was confused by the drunk. I wanted to talk to him. c gave "There is no door nearby" popping out of my head. Which I then attributed to be what I was trying to tell the grey @ sign. I figured I was explaining that I couldn't find the entrance to the cave, took a while before I realized this was just the close command firing. Which brings me to the other rant - if you have NPCs, use bump to chat.
Thanks to my door skills, I found some strange LOS bugs when you opened and closed doors. The FOV would go all funny, like half black, and only restore after you move.
"There is no way up here" is a cruel message when you try to climb a < which is "inaccessible". Instead, please say "You cannot climb these stairs as they are blocked", I was doubting my sanity at seeing a < sign.
I eventually figured out how to light my torch and was disappointed it didn't really help the darkness any. I then got in the cave. The bubble combat did look interesting, but since I couldn't really see anything as it was so dark, my adventure ended quickly. -- Jeff Lait (POWDER: http://www.zincland.com/powder)
I'm quite a sucker for this sort of combination puzzle game. Fortunately, I had read another review so knew that 'c'ombine only worked on the top two items in your inventory.
I liked the introduction to the game, the integrated presentation of the name entry and the challenge level.
While making notes I was frustrated that the screen would not repaint when occluded by another window, I'd have to move the @ to force a redraw.
Not being able to drop from the inventory screen was very frustrating, I kept selecting my item and wanting to hit 'd' for it to drop.
I found 5 items I could build from recipies, which from reading the .exe I think has everything for someone who never saw a deer. My best adventure got to a lake of clear water only to drown. The dying from trees falling or drowning were what did me in, it felt very much like just a 1/100 chance of dying every turn.
My big complaint is in the level generator - the topography is way too random to really encourage planning. I'd think it would be a more interesting game if there were more distinct fields of different areas, requiring you to harvest stuff from certain places to bring back to your base camp. It would also give a sort of purpose to the direction for the original wandering. -- Jeff Lait (POWDER: http://www.zincland.com/powder)
Once again, pure numberpad games are not fair to laptop users. Similarly, if the console is white, you may want to clear the screen.
I did manage to figure out that numpad 0 was insert, so could use insert for my flower picking.
I do like the 40x24 screen res, it gives a nice 8bit aesthetic and avoids the super-widescreen feel of the 80x24 games.
I failed to read the documentation properly, so I knew that numpad 0 was to pick a flower, but did not know it was to climb staircases, I kept trying >.
The multihue flower was nice - especially since I had thought for some reason I had to pick a pink flower so kept waiting for it to cycle properly before moving and picking it.
I did get a few levels down, but failed to win. The enemies seemed very hard with little tactical choice for how to fight them. Ie, lean into them and hope. -- Jeff Lait (POWDER: http://www.zincland.com/powder)