tag:blogger.com,1999:blog-919361992986111953.post2029340485953722223..comments2024-02-17T01:28:57.502-08:00Comments on Roguelike Radio: Episode 133: How to Make a Traditional 7DRLAndrew Doullhttp://www.blogger.com/profile/11099404183952971291noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-919361992986111953.post-20573203213162602662017-07-16T17:19:25.568-07:002017-07-16T17:19:25.568-07:00Agreed. That is just another level of punishment f...Agreed. That is just another level of punishment for the player in an already punishing genre.VAPhttps://www.blogger.com/profile/03520750322508870254noreply@blogger.comtag:blogger.com,1999:blog-919361992986111953.post-29084388264303880882017-05-02T07:40:34.598-07:002017-05-02T07:40:34.598-07:00I got into it just a little too late for this year...I got into it just a little too late for this year's 7drl. <br />Yeah things that change between plays should be added very carefully. Non stateless game play between games subverts a very core Roguelike sort of rule. Cryptark does it well and Rogue Legacy seems well received.uberdroidgameshttps://www.blogger.com/profile/17544348695649480272noreply@blogger.comtag:blogger.com,1999:blog-919361992986111953.post-21747138231330750882017-03-16T21:46:16.555-07:002017-03-16T21:46:16.555-07:00The idea of increasing difficult with successive p...The idea of increasing difficult with successive plays is about the absolute worst idea I've heard on this podcast.<br /><br />It's also why I quite Rogue Legacy, I could be incorrect but I got the sense that as I played it the first area was becoming harder, which destroyed any point in "levelling up" my character. If the game begins hard, and gets harder as you play it, then it's something that can never be overcome. <br />Brownie Majorhttps://www.blogger.com/profile/05522557279097584093noreply@blogger.comtag:blogger.com,1999:blog-919361992986111953.post-76556139631651515212017-03-01T10:22:27.697-08:002017-03-01T10:22:27.697-08:00Good episode, thanks for increasing the hype, I wi...Good episode, thanks for increasing the hype, I will participate this year again :).<br /><br />I really like Darren's idea for this year! I tried out the legacy approach in my roguelike "rng clrc" as well, in the beginning there are no items at all in the dungeon, but on future runs you find the relics of former characters. E.g. your character Ringo gets the fur of a lion and dies, on the next run you are able to find Ringo's fur of a lion... This should make also your first runs, which are usually failures, worth something and populates the dungeoen with your own legacy. Same as Rogue Legacy the issue is, it might be impossible to win on the first run because it is a central mechanic (and not just optional as bones files in NetHack).<br /><br />I like to see your take on it! Bones levels are IMHO an interesting concept, not used to its full potential yet.Janhttps://www.blogger.com/profile/05283305415647691881noreply@blogger.com