Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yes, we buy it. Judging from your steam library, you'd probably enjoy it if you gave it a chance. But if you don't want to, that's cool too-- just leave the forums to the people who bought the game, mmk?
Awesome! Hope you enjoy it. :D
Second time I got to level 5, and then suddenly died because I got in sight of a mortarthingy (died because of explosion).
Both times there was not a single turn to react. I'm not a huge fan of these instagibbing mechanics. I like that for example in ToME when you enter an area that's too high level for you you get a message (for example 'a chill runs down your spine' or whatever, indicating that the area might be a bit too high level for you).
I do like the level of 'simulation'. I killed some animal, and then wanted to refil my waterflask, which was then full of 'bloody water', which made me smile :)
I really enjoy the series Halt and Catch Fire on AMC and one of the reasons is the nostalgia watching it brings.
So the game is much more challenging than most games in today's market? What is different about the "gameplay dynamic"? Curious now.
I remember how tough some of the games of old were.
Some examples: The character creation in Caves of Qud. You won't see crazy stuff like the mutations in a game embracing maximum visual feedback on all its features as the need for new animations/graphics on the iterations possible would break the neck of your art team. In exchange for visual feedback of said features the developers of CoQ can put more weight on other features. The text based description of the world grants freedom in implementation of diverse places and creatures which would be limited in number otherwise. Randomization of level design is easier as visual coherence is easier to aim for the less details can clash in a randomized setting.
Roguelikes like Brogue, DC:SS, Dwarf Fortress (Adventure Mode), Angband, ADOM and so on are niche titles of course. Often enough they are produced by people who do so in their limited free-time but do so with care. Graphics don't hold people of any age really back, when it comes to game. Rather does ease of entry, which is an issue with many Roguelikes, granted. Kinda compareable to EVE Online.
At least that is my theory, I have no data to back that up and I fear it is really hard to get on said data without violating privacy rights left and right as a company. Else we'd probably see way more genre specific demographics.
I agree. It gets old seeing people complain about games. IMO this is the implementation of the free market and that is the best thing for the public because it gives you the greatest choice of what to purchase. Better to have more choices than a limited. I saw the title and description of the game and it was enough to get my interest up. Maybe I will buy it, maybe I wont but that is my choice.