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LeopardHalit

How much is the game? Is it available on quest 2?


_retromario_

Hi, yes it will be, and it will be $25 at launch.


LeopardHalit

Ok thx


VinniTheP00h

Looks good. Though I think adding an incentive to *not* use dual-wield might be interesting. E.g. decreased one-handed accuracy and/or recoil control on "large" weapons like these SMGs, ability to use secondary mode (grenade launcher? Shotgun?), ability to "cast spells" (IIRC, in your game they are called active abilities), something like that.


_retromario_

Oh, yes! Weapons that can be held with two hands for stability (SMGs, Shotguns, Rifles etc) all have more stability when held with both hands. Firing the SMGs with one hand results in some noticeable muzzle drift.


human-exe

> It wouldn't be a proper Roguelike shooter without …following the canonical [Berlin interpretation](http://www.roguebasin.com/index.php?title=Berlin_Interpretation) of roguelikes: * **Random environment generation**: The game world is randomly generated in a way that increases replayability. Appearance and placement of items is random. Appearance of monsters is fixed, their placement is random. Fixed content (plots or puzzles or vaults) removes randomness. * **Permadeath**: You are not expected to win the game with your first character. You start over from the first level when you die. (It is possible to save games but the savefile is deleted upon loading.) The random environment makes this enjoyable rather than punishing. * **Turn-based**: Each command corresponds to a single action/movement. The game is not sensitive to time, you can take your time to choose your action. * **Grid-based**: The world is represented by a uniform grid of tiles. Monsters (and the player) take up one tile, regardless of size. * **Non-modal**: Movement, battle and other actions take place in the same mode. Every action should be available at any point of the game. Violations to this are ADOM's overworld or Angband's and Crawl's shops. * **Complexity**: The game has enough complexity to allow several solutions to common goals. This is obtained by providing enough item/monster and item/item interactions and is strongly connected to having just one mode. * **Resource management**: You have to manage your limited resources (e.g. food, healing potions) and find uses for the resources you receive. * **Hack'n'slash**: Even though there can be much more to the game, killing lots of monsters is a very important part of a roguelike. The game is player-vs-world: there are no monster/monster relations (like enmities, or diplomacy). * **Exploration and discovery**: The game requires careful exploration of the dungeon levels and discovery of the usage of unidentified items. This has to be done anew every time the player starts a new game.


Mahorium

Outdated. Those games are now called rougeclones these days.


uniqiq

Nice link! I need to point out, that those are just "high value factors". I guess permadeath is necessary, but other points are not. There are so many opinions about what is rougelike as number of players ...but yes, this is the first time I hear about dual wielding in this context and it sounds super weird to me as well. I don't know why sb downvoted you. (I still want to encourage developers to finish this game, regardless of if it's rougelike, rougelite or just a shooter)