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OscarCunningham · 3 years ago
I've been playing this daily for a while. The issue I've found with it is that your health recharges every 100 steps. This creates a divergence between the fun way to play and the way most likely to win. The optimal strategy is to spend a long time button mashing between enemies, and to run back and forth for ages when facing a powerful enemy. I think it would be better if your health didn't recharge (with the enemies rebalanced to accommodate this). This would force the player to actually make smart decisions.
NoboruWataya · 3 years ago
Isn't this a fairly central mechanic in many of the traditional roguelikes though? I know rogue and nethack both have this and it means that finding a safe place to rest for a while is an important part of your strategy. In nethack at least, there are more, faster enemies and you also have hunger to contend with so trying to rest to recharge your HP isn't an easy or boring way to play.
OscarCunningham · 3 years ago
Sure, but in this version there's no hunger, and you can usually face the monsters one at a time.
mcphage · 3 years ago
> Isn't this a fairly central mechanic in many of the traditional roguelikes though?

It's half of the central mechanic. The other half is hunger—if you starve you die, so you need to keep moving to find food. That forces you to balance between moving too fast (and running out of health) versus moving too slow (and running out of food). If you take away half of that equation, the whole mechanic breaks.

kQq9oHeAz6wLLS · 3 years ago
I find self-imposed rules make things like this more fun. Sure, you could run around and get your health back. Or you could tell yourself "that's not fun" and just...don't do it.
sidlls · 3 years ago
If the mechanics are tuned to assume you'll regain health this way, self-imposed rules add a pointless challenge. You're just "gaming" the game in a different way that defeats the purpose.
tigen · 3 years ago
Speed (low moves #) to win is an important bragging factor in some roguelike communities. Can be part of the score.

Or try adding a time->danger game mechanic like Spelunky.

yyyk · 3 years ago
They could also add a rest button? At least the 'proper' way wouldn't be too annoying then.
safety1st · 3 years ago
The proper way would be "hold '.' and pray nothing shows up to one shot you"
tantalor · 3 years ago
There is a rest button!
leetrout · 3 years ago
And a plug for the 7 day rouge like challenge which just started

https://itch.io/jam/7drl-challenge-2023

kaibee · 3 years ago
With the caveat that I do play a good amount of roguelikes, this one was far too easy. It needs better levels. You should add some algorithms that reject bad level generations. This one was beatable by killing the first two monsters and walking to the exit. Try generating levels until you get one where you need a strategy that is not that simple? Idk.
chrismorgan · 3 years ago
You can actually just walk straight to the exit, no need to fight anything.
Aeolun · 3 years ago
Or you can walk up to a random monster and get beaten to hell and back. I dunno, that wasn’t exactly a fun experience either.
n4r9 · 3 years ago
Agreed. This isn't quite like the classic roguelike in which it's a struggle to survive and a miracle to win. In fact it may be unrealistic to expect a "daily" game to have that. This is more about getting a high score and sharing with friends how you approached the same dungeon.
ilkke · 3 years ago
Hah, I believed the instructions and collected all the mushrooms before exiting.
duxup · 3 years ago
> You should add some algorithms that reject bad level generations.

How big a request is that?

moconnor · 3 years ago
Clojure - cool, I haven’t seen this in the wild for ages!

https://github.com/chr15m/rogule.com/tree/master/src/rogule

benrutter · 3 years ago
That is wild! I've always wondered with functional programming what it would actually look like to have a game written in it- guess this is my answer.
tmountain · 3 years ago
For a good look at what game programming can be when you fully abstract side effects away, check this out.

https://github.com/rofrol/elm-games

libraryatnight · 3 years ago
Well that was charming - we'll see if I remember to come back tomorrow, but I enjoyed that in the moment :)
saboot · 3 years ago
This is the type of thing where I am staying up just to play it again.

I would suggest a simple "how to" pop up, like a question mark button on the side.

dsr_ · 3 years ago
4 hours later -- I see a question mark button on the upper left side. It shows a very brief but useful set of instructions.
duxup · 3 years ago
This is why I sometimes let support tickets “mature” sometimes ;)
someweirdperson · 3 years ago
The manual ("?", top left) says "press the . key to rest".

The big dot between the cursor keys doesn't seem to do anything. And on mobile there's no keyboard to push a . key.

themodelplumber · 3 years ago
It's the button in the middle of the graphical arrow buttons. You need to tap it more than once to see your health start to go back up. Similar to other games of the type.
qbasic_forever · 3 years ago
Very cool! I love the use of emoji as icons. I'm surprised more simple games don't make use of them.
duxup · 3 years ago
I've started using them instead of png icons or svgs and so on. They fit in with typical text very nicely.
asicsp · 3 years ago
I used them for a TUI game. Could've used some Unicode characters too.