Installer Steam
Logg inn
|
språk
简体中文 (forenklet kinesisk)
繁體中文 (tradisjonell kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tsjekkisk)
Dansk (dansk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spania)
Español – Latinoamérica (spansk – Latin-Amerika)
Ελληνικά (gresk)
Français (fransk)
Italiano (italiensk)
Bahasa Indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (nederlandsk)
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasil)
Română (rumensk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (vietnamesisk)
Українська (ukrainsk)
Rapporter et problem med oversettelse
In ToME, nothing is hidden - every variable is plainly visible, your build holds no surprises, at the very most you occasionally need to adapt to make good use of a new item.
I've been playing CoQ for so long that by now I'm probably no longer qualified to talk about its learning curve. But even then, other than the occasional sudden death or fungal infection, there's really nothing unexpected the game ever throws at you.
In both ToME and CoQ, I'd say that you can just look at the presented numbers, make a plan and ride it out. Inch your way forward, kill every living thing in ascending order of level, accumulate XP and unless you have an entirely nonfunctional build, you'll end up being last man standing.
Whereas in Cogmind you can screw yourself over by being too loud, by using explosives, by taking too long...and unless you actually read about the mechanisms online, or you pay very close attention to the terminals, you'll never know why you sealed your fate five levels ago.
That said, it's possible to real-time speed run the game in under 20 minutes, and some runs that want to visit dozens of different optional locations in a single go can take upwards of 8-10 hours each.
The current record is a 26-hour run by zxc, but that's because he'd basically taken control of the complex and was farming for score. zxc is also the speed run record holder, both in turn count and real time :P
As for the initial question as to if I should pick this up or not- it sounds right up my alley and it definately sounds like replay value could be quite high since there seems to be a lot of freedom in building your robo-thingee. $18 is probably much higher than my average steam purchase (since as i've likely mentioned before I'm quite cheap) but since it sounds like my type of game- giving the player some freedom, high replayability, a game that would reward thinking and strategy/tactics: I think I'll bite the bullet and not wait until it's on sale 11 years from now for $4. Last game I got at full price/near full price was Prey- and that turned out pretty well.
I've picked and chosen Rogue-Likes and Rogue-Lites around the edges..... any other recommendations based on the list of the ones I like? As aforementioned: Caves of Qud, ToME, Cataclysm: Dark Days Ahead..... so I suppose that means I like the more RPG-ish ones with lots of depth but I appreciate a good game regardless of anything else.
Sorry this was so long and rambling..... I just woke up and I'm still halfway in dream-land. I am QUITE honored that Mr Dev dropped in, though. I'm not one to idol-worship and if I met an athlete or movie-star I'm not sure I'd really care- but I do have an appreciation of people who actually CREATE things..... moreso than people who throw a ball in a hoop or play make-believe in front of a camera.
It can be tough, though. The "hunger clock" in Cogmind is your core, which is prone to damage that's difficult to repair without ascending to the next floor...sometimes my core's so low on health that I'm just running for my life to the stairs, like, forget exploring the rest of that level. There are difficulty settings to make things a bit easier, and you should feel free to use them. This is something to be experienced.
One game that I'm not sure if it qualifies as a roguelike (maybe barely) but that I was really impressed with was Teleglitch. You get one life, it's hard as $#%, you scavenge and craft, you have to make it though 10 levels but have some freedom as to how to get through them. The graphics are primitive but they work MAGIC with those graphics. Cool story, too. It's kinda a top-down shooter..... or twin-stick shooter might be a better term.... but.... it's just one of those things that is better experienced than explained. RockPaperShotgun (the site the turned me onto CDDA) has a nice writeup on it in their "Have You Played It" section. A great section to find games to play if you are running dry on ideas.
TOME is really easy to get into, especially since it is so similar to RPGs, but my problems with it mostly stem from how overwhelmingly bloated it is with stats and items, as well as how slow/long it is with 90% of the fights being trivial. My motivation to play it went down after my first win, even though there are higher difficulties and many classes. It's far more reliant on meta knowledge than Cogmind, e.g. knowing which skills/stats scale well through the game, branch order, boss fights and ambushes, the relative relevance and importance of most stats.
With Cogmind you can just pick up and win on one of your first games (we've seen it several times now especially with the most basic types of wins). However, winning is not the hardest thing to do in the game, by a long way.