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>> No.2451594 [View]
File: 30 KB, 440x330, roguelike_scene.jpg [View same] [iqdb] [saucenao] [google]
2451594

>>2451561
I like the philosophy behind Sil but I really wish it was more lore-heavy. Combat is quite good but it feel like I'm playing Moria with Tolkien monsters, still fighting lots of worm masses and stuff at low levels, and very little flavor to the dungeon itself at all.

It might seem silly to care about flavor in your roguelikes when they're so stripped down compared to other games, but I do.

>>2451280
Back when ToME was "Tales of Middle-Earth" and not "Tales of Maj'Eyal," playing with the Theme module was my favorite. I don't think it was the best designed, but it was really cool having an overworld map that corresponded closely to the Lord of the Rings one, with lots of dungeons from the books available, and encountering tons of Tolkien-themed uniques and artifacts.

>> No.2264892 [View]
File: 30 KB, 440x330, roguelike_scene.jpg [View same] [iqdb] [saucenao] [google]
2264892

>>2264565
Actually, Ironman rules in roguelikes usually means you can't go back up in dungeon levels, or back to the town if one exists. It's keep going down or nothing.

I'm pretty sure that's where the term first started being used in the context of videogames, too, so it's kinda interesting that OP's definition (which is what most people mean when they say it) is actually not ironman but in fact default roguelike behavior.

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