Wintermute
<Charitable Administrator>
- 2,364
- 674
This hit early access today and it looks rather good. Loaded it up for a bit and it feels a lot like old school RPG's. Permadeath is optional via ironman mode.
- 6
It looks interesting, but what parts of it are "roguelike"? All I see in the description is that there's an optional ironman mode.
Ah, there was no mention of procedural generation until I did a ctrl+f and found it buried in the "why early access?" blurb ('2 types of procedurally generated dungeons, repopulated over time').The same things that make any game a roguelike? It's a turn-based procedurally generated RPG with (optional) permadeath.
They've come up with this idea but it can be just as much of a hassle clearing a bandit camp as it is to run to town, the whole point is that people want to be able to quit on demand.After receiving the feedback it became clear to us that the biggest flaw of the game is the lack of the save system. We’d like to assure you, it was not a conceptual decision, designed to make players suffer by losing time and progress. Saving on exit is a fairly obvious QoL feature, which we would implement if we had the opportunity. Unfortunately, due to a combination of multiple factors – procedural world generation, huge number of objects in every location, as well as parameters which require saving, this task is impossible to perform from the technical standpoint.
The real issue atm is that you're constantly forced to return to town after looting a mere handful of items if you want to make money. That and the fact that the loot itself is some of the most boring I've ever seen in this type of game; during an 8 hour let's play the best item the player acquired was a cursed ring that gave some modest modifiers, everything else was low durability vendor fodder. Every other piece of gear he had came from merchants despite clearing several dungeons and named mobs.Now the brigand camps, initially marked with a question mark on the map, can be cleared out and then used as a save spot by clicking on bed. We’ve changed the algorithm for their generation to spread them more evenly across the map, placing them closer to roads and dungeons. We hope that this measure will make your game experience more pleasant. In the future, as it was already mentioned, there’ll be even more save spots. Other than the caravan, some random locations, roadside inns, etc. will also be used as save spots.