G
Guest
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Archived from groups: rec.games.roguelike.misc (More info?)
I've played a couple of rounds of Dungeon Bash v1.2, and it was really
enjoyable, even though I think I've seen everything there is to it yet. Here
is a list of some observations I've made.
Bugs:
- You don't have to stand on top of the stairs to descend (!)
- After drinking a potion of poison, hitpoints aren't updated immediately
- 'a'iming doesn't use numpad, only vi keys
- I once entered a room with a duellist located inside of the wall
- savegames are still called '7drl.sav.gz'
- unidentified rings have a number in front of them ('1 topaz ring') even
though they don't stack with others
Two balance issues:
- Good equipment should appear deeper in the dungeon (in particular, mage
armours and runeswords can be found too early)
- As no monster will follow you into the corridors, dying is quite difficult
if you know when to retreat to heal. For your 7DRL you decided against
adding food and hunger; you might want to reconsider this for Dungeon
Bash.
One or two suggestions:
- I've sometimes missed a level increase, and I've accidentaly pressed the
'Any' key at the time of death before being able to read my final score.
The level increase might instead be accompanied by a 'more' prompt or be
displayed in a different colour, and the 'Any' key might be switched to
SPACE or CR.
- I'd really like to see my adventures recorded in a highscore of some
sorts. Even a highscore with just one (the highest, of course) entry.
- I like it that you are open to at least two sides of attack when you enter
a room, and monsters should use this to their advantage. An improvement of
their AI to deviate slightly from their current beelining behaviour might
help -- something like 'do a random valid step if direct path is blocked'
Well, that's all for now. I still have an adventurer to get killed:
Shinsaku HP: 127/138 XL: 11 Body: 43 Gold: 2328
Defence: 21 Depth: 22 Agility: 32 XP: 9042
Thanks for this entertaining little game!
Cheers, Gero
--
Gero Kunter (gero.kunter@epost.de)
I've played a couple of rounds of Dungeon Bash v1.2, and it was really
enjoyable, even though I think I've seen everything there is to it yet. Here
is a list of some observations I've made.
Bugs:
- You don't have to stand on top of the stairs to descend (!)
- After drinking a potion of poison, hitpoints aren't updated immediately
- 'a'iming doesn't use numpad, only vi keys
- I once entered a room with a duellist located inside of the wall
- savegames are still called '7drl.sav.gz'
- unidentified rings have a number in front of them ('1 topaz ring') even
though they don't stack with others
Two balance issues:
- Good equipment should appear deeper in the dungeon (in particular, mage
armours and runeswords can be found too early)
- As no monster will follow you into the corridors, dying is quite difficult
if you know when to retreat to heal. For your 7DRL you decided against
adding food and hunger; you might want to reconsider this for Dungeon
Bash.
One or two suggestions:
- I've sometimes missed a level increase, and I've accidentaly pressed the
'Any' key at the time of death before being able to read my final score.
The level increase might instead be accompanied by a 'more' prompt or be
displayed in a different colour, and the 'Any' key might be switched to
SPACE or CR.
- I'd really like to see my adventures recorded in a highscore of some
sorts. Even a highscore with just one (the highest, of course) entry.
- I like it that you are open to at least two sides of attack when you enter
a room, and monsters should use this to their advantage. An improvement of
their AI to deviate slightly from their current beelining behaviour might
help -- something like 'do a random valid step if direct path is blocked'
Well, that's all for now. I still have an adventurer to get killed:
Shinsaku HP: 127/138 XL: 11 Body: 43 Gold: 2328
Defence: 21 Depth: 22 Agility: 32 XP: 9042
Thanks for this entertaining little game!
Cheers, Gero
--
Gero Kunter (gero.kunter@epost.de)