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TheUberHunter

Dungeonmans (Demo P1): The Man

534 просмотров 2 нед. назад
Dungeonmans is another modern attempt at the very classic and famous dungeon-crawling, non-linear roguelike. It's very early in development but already I can see a lot of promise! Plays well, handles a lot of feature mishaps by the earlier games in the genre, and entices the player with some experience-creep in between games. Granted, a TRUE player like *cough*myself*cough* probably won't use that for long, but honestly, I think it's a great way to have a concept of "difficulty settings" in a roguelike, correct me if I'm wrong.

One thing I really like about modern roguelikes is that they really do try to make simple and effective interfacing: for a person playing the genre for a while, most of the commands are pretty obvious, and most of the game pieces are straight-forward. Didn't take me very long to get accustomed to this at all, no sir!

On the other hand, I can't help but feel that simplifying things may have a backlash on the game as a whole in terms of complexity. Granted, what's in your inventory and what skills you select don't have to be especially complicated: it's more than enough to make the combat dynamics with a good helping of challenge and surprise. What's important is that the player continues to be impressed by what the game has to offer, and that alone should stand well. At this point, the game could go either way, and I'm obviously hoping for proper depth in the challenge of it all.

Check out the game here! http://www.dungeonmans.com/
Also check out the Kickstarter page since that's pretty relevant right now: http://www.kickstarter.com/...
Подробнее
Dungeonmans is another modern attempt at the very classic and famous dungeon-crawling, non-linear roguelike. It's very early in development but already I can see a lot of promise! Plays well, handles a lot of feature mishaps by the earlier games in the genre, and entices the player with some experience-creep in between games. Granted, a TRUE player like *cough*myself*cough* probably won't use that for long, but honestly, I think it's a great way to have a concept of "difficulty settings" in a roguelike, correct me if I'm wrong.

One thing I really like about modern roguelikes is that they really do try to make simple and effective interfacing: for a person playing the genre for a while, most of the commands are pretty obvious, and most of the game pieces are straight-forward. Didn't take me very long to get accustomed to this at all, no sir!

On the other hand, I can't help but feel that simplifying things may have a backlash on the game as a whole in terms of complexity. Granted, what's in your inventory and what skills you select don't have to be especially complicated: it's more than enough to make the combat dynamics with a good helping of challenge and surprise. What's important is that the player continues to be impressed by what the game has to offer, and that alone should stand well. At this point, the game could go either way, and I'm obviously hoping for proper depth in the challenge of it all.

Check out the game here! http://www.dungeonmans.com/
Also check out the Kickstarter page since that's pretty relevant right now: http://www.kickstarter.com/... Меньше
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