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I guess I am not annoyed by those flaws so much or I just knew about some of them before I bought the game.
I would recommend this game to people who like turn based games (though not at full price unless you really can't wait).
I'm only 17 hours into it though (1st game, easy, no dlc), bought last weekend for around 2,50$.
I guess full price would have been OK after all considering I already played so many hours and many more yet to come.
I'm really enjoying this game, as much as I enjoyed Dungeon of Dredmor, though they have important differences. I didn't play any free source roguelikes like OP (tried Nethack but graphics/sounds and especially controls kept me out) so let's say I'm a casual player. If you liked Dungeons of Dredmor, here are some comparison points:
- Only 3 starting choices without DLC, not much character customization, just pick a character and go.
- So gear and crafting is more important in The Pit and I'm actually having fun with this. It's more random too depending on what items you find. In Dredmor, once you know a skill combination you like and are good at, it becomes easy whatever the difficulty (except final boss).
- There is a hunger system so you need to eat food (it's not just for health like in Dredmor) and every turn has a cost. It's in part what makes the game much more difficult than Dredmor, and I like the challenge. I must admit I'm cheating by checking the wiki to make recipes, otherwise my character would probably be dead of hunger by now!
- Just like vanilla Dredmor, you always end up with an inventory full of crap you have no idea what to trash or not lol. OP is right about that for sure, and Dredmor did tackle the problem way better in a DLC (a pocket room to store your stuff for the current character only). The Pit's DLC approach of dumping stuff for your next char does seem weird for a roguelike I guess, but it's a different game and I'll take it as it is (I'm waiting for a sale on the DLC...).
- Both games are long and slow. In Dredmor there is an option to add more floors but it doesn't make the game more difficult, just longer (and arguably more chances to get nice drops, though it often doesn't matter by that point) so I don't use it anymore. I didn't check how many floors there are in The Pit, I'm keeping the suspense on that! I feel that each added floor makes the game much harder and that's a good thing for a roguelike I think.
It is a very random game, but there are some very good games who are also very random in the challenge department like FTL and the lastest Xcom (not saying The Pit is as good, I didn't play long enough to say). You may die from an unseen enemy, from hunger because there was not enough food drops or there was no cooker through many floors. You have been warned! :)
also insteads of unidentified scrolls, you have biomods and sort that are unidentified and may change your character stats for the worse if not used carefully
And the bank IS optional, the increase in diffculty doesn't bend your arm to use it, most of the people I know don't use the bank, cause like you said, it's against the roguelike spirit
1. Unable to turn. In this game, you have a blind spot directly behind you in a cone shape: very cool factor when in dire situations. And while I enjoy this, in order for you to look around, you have to move one square in a direction to change your blind spot. You get 2 movements per turn, and there will come a time when you either want to close a door, or face a trap to defuse it, or just check around to make sure you're not going to die again. But instead of being able to look around, you have to move, often times in to peril. I really wouldn't mind if it took movement turn for your character to dumbfoundedly and slowly move his/her head, but it has caused me to die more times than I can count. Seriously, just let me look around, even if you limit it. Taking two movements to properly position yourself while you're dying of hunger/poison/choking is ridiculous.
2. Difficulty curve =/= RNG. I shudder to think about what the harder difficulties are like when I can play as a scout and die of traps on the second f$%#ing level TWO TIMES. On normal, I've mad it to about the 10th level as an engineer with two 6 shooters: crap. Enemies get to a point where they just outgun you, and I have an inventory full of useless crap.
--I get it though: it's a roguelike. I've played ADOM hours upon hours, and have been ambushed by hydras plenty of times. But this is just a level of tedium that, while addicting, makes it impossible to progress, unless you're really, really, really lucky. As enemies progress in difficulty, so too should the drop/equipment, at least a /little/ bit!
The game is fun, there's just some things that are really annoying about it. Glad I bought it on sale: has brought me plenty of entertainment, but it can be improved.
wait was it shift or ctrl, I don't remember.
if you hold ctrl and click in a direction it will turn you, you can also attack in the direction you are facing without moving while holding ctrl as well
Saw this today on another thread, it's saving my life right now.
Thanks for the advice on ctrl + direction to turn around, was wondering if the command even existed!
All I can say is, sorry you can't get any enjoyment from the game!!
And then your dislike with ingredient items being useless untill recipies are identified... Well, I do quite enjoy that I have to find and learn my way into crafting new stuff, but I will agree that it is in some way an artificial way to lengthen the game. You never will really have much progress without the recipies, so you end up grinding multiple deaths/wins until you find enough to be satisfied. Or use the wiki, which as stated, ruins a huge chunk of the game.
I would have to argue that the fact you can ruin such a large chunk of the fun the game offers simply by seeing a wiki/guide for recipies... means the game has a major flaw in that regard. However, by simply refusing to look at any guides or wiki, I still am enjoying that chunk of my games.
Many people dislike that if you can't find good enough gear by random chance, you're boned. But that's what Roguelikes usually offer. And with recipies, you can usually fashion upgrades or gear that will -usually- suffice until you find weapons to deal better damage.
I WOULD argue "Just don't use the lockers if you don't like them", except I already know the rule that if you put something in your game, and it's the best/easiest way to go about things, people will do it regardless of hating it. However I also have not played the game with DLC yet, so I cannot even experience this to begin with, yet.
One thing I do have to note about the map thing though, there is a full map for your character. Not a mini-map that's always up, but you can view the entire floor, and with certain items/buffs you can even see enemies across the map.
This game is obviously hard but when you finally get into the later levels a bad roll of the dice will send a character you have spent 20+ hours working on to his death from some BS and get nothing out of it except maybe some recipes.
It takes way too long before you can get a remote idea that you got a bad roll of the dice and need to start over.
What makes the other "rogue" games like FTL and Rogue Legacy so much better is that you can do a quick playthrough, die, and not feel like you got screwed out of a huge chunk of time.
Why FTL worked is because the RPG elements were simple, if you die, you don't feel like you lost some progress, something you had worked for. You just roll again,cos you know you can get to the point where you were in no time, and that the expierence is going to be way different. And yeah, FTL has 18 starting ships, the pit has 3 in the main game.
I guess it boils down to a question - is the game fun to start over? Some games are, some not. For example i LOVED to start new games in Heroes of Might and Magic. Ofcourse this game had a save/load system, but when you failed it was fun to start again, cos thats where the fun was. To choose one of 9 castles, customize all the starting stats, heroes, and then have a vast world to explore and conquer. It wasn't really that fun when you already had all the uber units from several castles, and just chased down remaining enemy forces. Which games are not fun to start over though? RPGs, games where you build your character, work for it, its not fun to fight rats with a knife. You want to get a cool armor, lightsaber or something and pwn dragons and giants. And it's not fun to lose that and go back to rats.
This is where the pit's problem is. It's not fun to die, because you lose progress, several hours of playtrough. And when you start again, you really feel like you just start the same thing all over again - BECAUSE THERE IS NO VARIETY! EVERY PLAYTHROUGH IS THE SAME!
well not exactly the same, but it doesn't feel "unique" and "fresh" enough to justify playing over and over again, and having fun in that.
Also the game is too hard, in a bullsh
All i gotto say.
Additionally, you don't have to use it yourself if you want the extra challenge! :)
I also would have loved a bit more richness in the characters a la Rogue Legacy, and a bit more variety en richness in the environments. And have parts of the 'overworld' to eplore.
But all in all, I find this a very enjoyable and accessible roguelike. It is my second one after FTL last year, and I did not like Dungeons of Dredmor. I would recommend this game to others. Great bang for your buck, and a lot of strategy is involved. It is not an easy game, not even on easy imo.